IMPERIAL SOURCE BOOK MODIPHIUS ENTERTAINMENT MUH050005 U.S. $27.99 9 781910 132302 52799 ISBN 978-1-910132-30-2 Scattered across the solar system, the Imperial corporation is united by mutual ambition. The disparate and eclectic Clans of Imperial are perpetually moving to acquire new territory and new companies, and war is simply one means to that end. Plagued by a dark and bloody history, Imperial focusses its determination and its ambition outwards, to rival corporations and the Dark Legion… • The Clans: What defines the Imperial people? Discover the cultures of the corporation’s numerous Clans and the history of strife and struggle that defies them. • The Holdings: Discover the territories of Imperial, scattered upon Mercury, Venus, Luna, Mars, the Asteroid Belt, and beyond. • The Serenity and Parliament: Learn about the inner workings of Imperial, from the Serene Leader and Houses of Parliament, to the complex bureaucracy that keeps everything running, to the agents of Imperial Security Command, and the doughty soldiers of the Ministry of War. • Rune Lore: Uncover hidden secrets of Runecraft and alchemy, which give the ferocious Wolfbanes an edge against the Darkness. • Character Creation: Expanded rules for the backgrounds and professions unique to the Imperial corporation.
2D20 LEAD GAME DESIGN JAY LITTLE ARTWORK BY PETER BERGTING, PAUL BONNER, YANA DMITRUK, EMILIEN FRANCOIS, JOHAN FREDRIKSSON, TOMA FEIZO GAS, RICHARD HANUSHEK, ALEX INNOCENTI, DOMINIK KASPRZYCKI, CHRISTIAN QUINOT, JEFF PORTER GRAPHIC DESIGN BY MATTHEW COMBEN LAYOUT BY THOMAS SHOOK COVER ARTWORK BY PAUL BONNER ADDITIONAL DESIGN AND DEVELOPMENT BY NATHAN DOWDELL, CHRIS BIRCH, MICHAL E. CROSS, BENN BEATON, JOHN DUNN WRITTEN BY GUNNAR ROXEN, NATHAN DOWDELL CARTOGRAPHY BY TOBIAS TRANELL MUTANT CHRONICLES 3RD EDITION & UPDATED FACTIONS LOGOS BY ALEX BUND PRODUCED BY CHRIS BIRCH, MISCHA THOMAS PROOFREADING BY NATHAN DOWDELL, BENN BEATON, ARIC WIEDER AND OUR BACKERS! ART DIRECTED BY MISCHA THOMAS COMMUNITY MANAGERS ZARINA KADYLBEK, JOHN DODD EDITED BY LAURA HUTCHINSON BACKER STORIES BY GUNNAR ROXEN Published by: Modiphius Entertainment Ltd. 35 Turneville Road, London, W14 9PS. [email protected] The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment Ltd 2015. All 2d20 system text is copyright Modiphius Entertainment Ltd. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in an historical context. MUTANT CHRONICLES and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of Mutant Chronicles International Inc. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in an historical context. Find out more about Mutant Chronicles at www.mutantchroniclesrpg.com, www.facebook.com/mutantchroniclesrpg and www.modiphius.com Modiphius Entertainment Product Number: MUH050005. ISBN: 978-1-910132-30-2
IMPERIAL TABLE OF CONTENTS FOREWARD Mutant Chronicles is a dream writing project for me. Chris Birch first mentioned to me at Dragonmeet 2012 that he was trying to license Mutant Chronicles. Mutant Chronicles is one of my all-time favourite roleplaying games. It was my first Dragonmeet as a new sci-fi crime novelist and I told Chris how the world of Mutant Chronicles had inspired my journey into science fiction and influenced my own writing. Jump forward a year and Chris asked me if I would write an adventure (Straffar Gatan 39) and several chapters of the corebook. I was excited. Then when he asked me to take the lead as line manager and to also write the Imperial sourcebook (my favourite corporation) and the Guide to Luna (my favourite location) I pretty much exploded! Twenty two years ago when I was GMing Mutant Chronicles I never thought that one day I’d be the lead writer for it! So thanks to Chris for fulfilling a dream for me, and for being such a great guy to work with. My writing would not be possible without the support of my wife, Hannah, and my wonderful writing circle: Christi, Kathy and Dan. And thank you to everyone who supported the Kickstarter: you made this happen! Gunnar Roxen, Oxford May 2014 CHAPTER 01 THE IMPERIAL CORPORATION...............................................6 CHAPTER 02 IMPERIAL CHARACTERS.......................................................11 Decisions Three and Four, Clan........................................................ 11 Decision Five, Education.................................................................. 31 Decision Six, Primary Career ............................................................ 38 Decision Seven, Iconic Career.......................................................... 40 CHAPTER 03 CLANS.............................................................................50 Minor Clans and Notable Families ................................................... 64 Imperial Schools ............................................................................... 66 CHAPTER 04 FAMOUS CITIZENS.............................................................67 CHAPTER 05 IMPERIAL PROFESSIONS.....................................................68 CHAPTER 06 THE VOID & SETTLEMENTS..................................................75 The Void ........................................................................................... 75 Settlements....................................................................................... 77 CHAPTER 07 IMPERIAL SECURITY CORPS................................................84 The Imperial Defence Forces (IDF)................................................... 90 CHAPTER 08 MINISTRY OF WAR.............................................................90 The Imperial Special Forces (ISF)...................................................... 91 CHAPTER 09 IMPERIAL ARMOURY..........................................................96 Combat Armour ............................................................................... 96 Weapons .......................................................................................... 97 Equipment...................................................................................... 100 Ground Vehicles ............................................................................. 101 Air Vehicles ..................................................................................... 102 Spacecraft....................................................................................... 104 CHAPTER 10 RUNE MAGIC...................................................................106 CHAPTER 11 GAMEMASTERING IMPERIAL................................................113 APPENDIX INDEX..............................................................................115
THE CONTROLLED CHAOS OF THE CLANS Imperial is unique amongst the corporations as it is not a single monolithic entity, but rather a conglomeration of clans, each equivalent to a freelance corporation. The clans come together to create what is arguably the strongest, and certainly the most diverse, corporation. Each clan has a unique history, skills, ideals, and desires, and they bring these to Parliament and the Imperial corporation as a whole. What ties them together is the pledge that each clan will abide by the will of its peers as determined by Parliament. That glue makes the whole greater than the sum, and gave rise to the motto of Imperial, which is proudly writ large on the walls of Parliament and sung in patriotic pride as part of the Corporate Anthem: “Diversity is power; Unity is strength.” CHAPTER 01 The Imperial Corporation IMPERIAL CORE CONCEPTS The Imperial corporation is defined by five core concepts: • The Controlled Chaos of the Clans • The Legitimacy of Conquest • The Theatre of Politics and Reality of the Blade • The Founding, the Sad Struggle, Great Resentment, and the Wounds of Nero • The Pride and Adventure of Imperial citizens For Imperial, war is big business. CHAPTER 01 6
Each clan takes care of its own day to day affairs, even to the extent of most having their own Special Forces units, but the Imperial corporation as a body is responsible for foreign affairs, trade negotiations, law enforcement and the courts, legislation, large scale military operations, responding to the threat of the Dark Legion, and expanding the Imperial domain. An Imperial citizen defines himself first as a member of his family, then of his clan and lastly of Imperial. Clans provide a strong sense of identity, each with their own proud history and rivalries with other clans. The complex social politics of inter-clan relationships are often utterly opaque to outsiders, and the Imperials like it this way. There are sixty-two clans that form the Imperial Corporation, and without doubt, Bartholomew, Murdoch and MacGuire are the most powerful. These three clans alone hold almost half of all the top positions in the legislative, executive, and judicial branches of the government. The major clans and notable families are examined in detail in Chapter 03: Clans. THE LEGITIMACY OF CONQUEST The other corporations cloak their conquests in euphemistic terms such as ‘border adjustments’, ‘peacekeeping operations’, or ‘policing actions’, but Imperial does not. In the days before Cybertronic, this was fuelled by the idea that as the smallest corporation, Imperial was vulnerable to hostile takeover by the other corporations unless it grew quickly. Over time, this philosophy has become more than mere survival. The same headlines can be seen in Imperial newspapers as in their rivals’, such as ‘Imperial Steals Cybertronic Facility!’ or ‘Imperial Launches Unprovoked Conquest on Bauhaus!’, but where the rival’s article will be highly critical, the reverse is true for the Imperial papers, which will laud the bold conquests. Conquest and corporate adventurism are a source of great pride for Imperial. It is stated policy by Imperial that armed conquest is a legitimate means of acquiring assets and opening markets. As far as the typical Imperial citizen is concerned, it was only corporate adventurism that saved humanity from extinction on Old Earth. When it comes to conquest, Imperial is unprejudiced; it will take from anyone – with the possible exception of the Brotherhood – though of course it takes special delight seizing land and assets from Cybertronic. The declared view of the Brotherhood that Cybertronic IMPERIAL BROADCASTING CORPORATION NEWS NEW PLANET DISCOVERED! Heroic Conquistador Sir Gregory Oakenfist and his intrepid team, deep in the outer reaches of our solar system, have sent back two incredible communiqués announcing a remarkable new discovery, reports the Imperial Broadcasting Corporation station on Victoria. Director General Sir Malcolm MacGuire, spokesman for the Imperial Broadcasting Corporation, had this to say: “Today Sir Gregory Oakenfist of the Imperial Corporation has rewritten our understanding of the solar system with a fantastic new discovery. He has found a formerly unknown planetoid at the very edge of our solar system in the region known as the Kuiper Belt. This planetoid, which Sir Gregory has named ‘Nero’ in honour of his father the late Duke Sir Nero Oakenfist, is slightly larger than Pluto and had been hypothesised to exist by Dr John Brannaghan at the astrophysics department at the University of Victoria. “In his most recent communiqué, Sir Gregory announced his intention to land on the new planet and explore and survey its surface. Intriguingly, Sir Gregory noted that there is evidence of large, luminescent, naturally-formed crystalline structures on the surface that Sir Gregory compared to ‘an inverted version of Luna city’. The last message was received four days ago.” Sir Gregory’s next communiqué is due any day now, and our reporters will bring you the latest news as we receive it. The Imperial Corporation 7
is a new manifestation of the Great Darkness, and possibly a new Dark Apostle, just lends additional weight to Imperial’s economic crusade against Cybertronic. This policy is considered troublesome by the other corporations, to say the least, and the story goes that the real reason the Cartel was created was not to fight the Dark Legion, but to provide the other corporations a place to air their grievances with Imperial. This is especially true now that Imperial has used ‘suspected Cybertronic infiltration’ as justification for seizing facilities belonging to the other corporations. Sometimes, and only behind closed doors, the most senior Imperial executives express some exasperation at the excesses of Conquistadors and clan power grabs. They are all too aware that the hunger for growth and acquisition is written into the DNA of the corporation. Besides, much of Imperial’s wealth comes from its substantial armaments industry. More armaments require more conflict, and more conflict requires more armaments. THE THEATRE OF POLITICS AND THE REALITY OF THE BLADE There is a well-known phrase often spoken within Imperial political circles that everything is just a ‘theatre of politics and the reality of the blade’. This saying blends the concepts of the controlled chaos of the clans and the legitimacy of conquest, because Imperial likes to use loud and brash conflicts as a distraction for the real operations that go on out of sight, quietly and cleanly. Despite what its rivals might think, Imperial is a master of misdirection and manipulation. Whenever the news of some brash Imperial conquest spreads through the solar system, it is a certainty that other parts of Imperial – most usually the Imperial Security Command – have been working on something far more clandestine. Espionage, sabotage, and intrigue are all alive and well within the Imperial corporation; it is just that it is very good at staying out of the limelight. After all, ISC-5 Murders & Acquisitions is always very busy. IMPERIAL GOVERNMENT AND THE SERENITY The legislative branch of the Imperial Corporation is the Imperial Parliament. Modelled on the ancient British Houses of Parliament, the Imperial Parliament is divided into two chambers: the House of Lords and the House of Commons. Membership of the House of Lords is restricted to the sixty two heads of the clans, whilst the House of Commons is home to the 620 most eminent businessmen and women, academics, lawyers, and diplomats. The ceremonial head of Imperial is the Serenity. Though the role has no executive power, the influence of the Serenity can be felt throughout the corporation. In many ways, the Serenity is considered the spirit of Imperial; when the Serenities have been strong and proud, Imperial has prospered, but Imperial’s fortunes have waned under weak Serenities. The original Serenities were from Clan Murdoch, but after the events of the Sad Struggle, Clan Paladine gained control of the position, and they have held it ever since. THE FOUNDING, THE SAD STRUGGLE, THE GREAT RESENTMENT, AND THE WOUNDS OF NERO Four historical events have shaped the Imperial corporation more than any others: the Founding of the Imperial Corporation, the Sad Struggle (also known as the Bloody Mess), the ongoing Great Resentment, and the Wounds of Nero. THE FOUNDING The Imperial corporation was born during the last days of the Exodus, when the great ships of Capitol, Bauhaus, and Mishima were leaving Earth, and the remaining smaller corporations were fighting for their very survival. The extreme circumstances forced the creation of a loose coalition of smaller corporations, most of which were family-run enterprises, for mutual survival. The greater of these second tier corporations were Murdoch Security, a freelance mercenary corporation; Bartholomew Aerospace; MacGuire Electronics Corporation; and Kingsfield-Fitch Financial, a merchant bank. Under the measured leadership of Michael Murdoch, CEO of Murdoch Security, and his closest allies – savvy Rupert Bartholomew, brilliant Rowan MacGuire, and logistical genius Dominic Kingsfield – what started as a temporary coalition of a handful of corporations to escape the chaos on Earth was forged into an alliance of over fifty corporations. Michael Murdoch was a man of prodigious ego, with a genius for promotion as well as ruthless business expertise. He named the coalition ‘Imperial’ in a direct challenge to the dominance of Capitol, Bauhaus, and Mishima. With this act, Murdoch announced that there was a new major player on the scene. Both Michael Murdoch and Rupert Bartholomew believed in the importance of family, and were quick to put their own relatives in key positions within their businesses. The other companies took their lead. The process of transforming the Imperial businesses into clans had begun. In fact, within five years of the Exodus, Kingsfield-Fitch Financial had begun referring to itself as simply ‘Clan Kingsfield’, and others quickly followed suit. Over time it became obvious that power was being handed from parent to child in a hereditary form, and it did not take long before the transition was formalised in Imperial law by Parliament. CHAPTER 01 8
THE SAD STRUGGLE Clan Murdoch controlled Imperial as de-facto ruler from the Founding up until just before the beginning of the First Dark Legion War. It claims its rule was benevolent and just, but what is certainly true is that over the centuries, it had built up great resentment amongst many of the other clans, most notably Clan Bartholomew and Clan Kingsfield. The Kingsfields formed a coalition of clans – including the Bartholomews – and launched a hostile takeover for the position of Serenity. The Murdochs held their grasp on power too tightly to be removed through peaceful means, and the Kingsfields engaged in a campaign of terror designed to bring the clans loyal to Murdoch over to the Kingsfield camp. Assassinations, bombings, and all-out military strikes – nothing was beneath the Kingsfields in their thirst for power. Very soon they were neck-deep in atrocities. The war lasted fifteen years and saw tens of thousands perish in conflict and over a 100,000 maimed. Eventually the Bartholomews – sickened by the actions of the Kingsfields – broke their alliance and switched sides. As the war started to turn against the Kingsfields, Nigel Kingsfield swore that he would never surrender – fully aware that he was considered a war criminal and would face execution – and brought his forces together at their fortress home deep within the Asteroid Belt, where he waited for the inevitable attack. When the attack came it was ferocious and Camelot, the Kingsfield’s home, was razed to the ground. The Kingsfields were either slain or captured, with only a handful escaping, including the infant Richard Kingsfield, who was whisked to safety by his nanny. Richard would grow to be the new scion of the diminished Clan Kingsfield. The body of Nigel Kingsfield was never recovered. In the aftermath of the war the victors stripped the Kingsfields of most of their assets, land, and wealth, along with almost all of their political clout. THE GREAT RESENTMENT Clan Bartholomew emerged from the Sad Struggle as the most powerful clan, though even its power was far less that Clan Murdoch had historically held. It was forced to make new alliances, new deals to secure its dominant position. First amongst these compromises was placing Clan Paladine in control of the position of Serenity. The Murdochs and their closest ally, Clan MacGuire, had survived the Sad Struggle and were still mightily powerful, but they were forced to recognise the new political reality that placed Clan Bartholomew in power. They bowed to the inevitable, at least initially, and joined with the other clans in making a concerted effort to rebuild the Imperial corporation. During the war, Imperial had lost a great deal of its market to other corporations, in particular Capitol, which had eagerly incorporated most of Imperial’s holdings on Mars. Once the initial rebuilding was completed and Imperial had gone some way to recovering what it had lost during the Sad Struggle, the old rivalries quickly re-emerged. Jasper Bartholomew, father of Charles Bartholomew, who would lead the clan during the First Dark Legion War, was a first rate politician and realised that it would only take the smallest spark for the fighting to break out again. So he instituted hundreds of inquiries, reviews, and assessments within Imperial. Every complaint would be heard and exhaustively investigated, and in doing so he removed much of the heat, tying up anger in bureaucratic knots. This had the added advantage of providing jobs for many of the veterans of the recent civil war, thus removing another problem in one stroke. Most of the old wounds began to heal, but not so for Clan Murdoch and Clan MacGuire. The resentment still burned bright for them, with both clans unable to let go of the past and unwilling to give up their claims to former glory. Once things had settled down, the struggle began anew, but in a different – more covert – form. Any perceived insults by the Bartholomews, no matter how small, spilled into acts of blackmail, kidnap, and even assassination. These attacks upon Clan Bartholomew required a response, and so the cycle of attack Strange artefacts were found on Pluto before contact was lost. The Imperial Corporation 9
and counter-attack continued. However, through shared unspoken agreement, the feud was kept hidden behind closed doors. The Murdochs desired a return to power, while the MacGuires sought restitution for the terrible bombing of Cassandra MacGuire during the war. Cassandra had been visiting a school pantomime, and dozens of children as well as the matriarch and her coterie were all slain. Clan Bartholomew had always claimed the attack was carried out by the Kingsfields, but the MacGuires believed that it had been the Bartholomews. Eventually they discovered evidence that largely exonerated the Bartholomews. It had, as it turned out, been orchestrated by the Kingsfields in an effort to force the MacGuires on to their side, but it was co-opted members of the Bartholomews who had placed the bomb on Kingsfield orders. This feud between the three clans is known simply as The Great Resentment, and is mostly restricted to political and business manoeuvring. The MacGuires and Murdochs dominate the most profitable colonies and heavy industry, while Bartholomew has an iron grip on the Imperial military and the Imperial Security Command. However passionate the covert conflict of the Great Resentment is, no clan wishes to let it once again escalate to armed conflict. They are all too aware of the damage it would cause. THE WOUNDS OF NERO It was Imperial Conquistadors that broke the seals on Pluto and Nero. It was Imperial that unwittingly released the imprisoned Dark Legion to threaten the very existence of mankind. The action may have been unintentional, fuelled as it was by the Imperial drive for adventure and conquest, but nonetheless it was Imperial that opened Pandora’s Box, something the other corporations are always happy to remind Imperial about. Imperial’s stated public response is that as it was an accident, Imperial accepts no special blame, but privately all Imperial citizens are raised to believe that because Imperial released the Dark Legion it is up to Imperial to return it to its prison. It is this ‘Imperial Burden’ – often confused by the other corporations as a term for Imperial’s desire for conquest – that has fed the increasingly close ties with the Brotherhood. Imperial feels the other corporations just do not take the threat posed by the Dark Legion as seriously as it does. Perhaps it is not surprising, as Imperial’s settlements in the Asteroid Belt and Outer System are closer to Nero than those belonging to the other corporation. It is one of the reasons that Imperial is so deeply suspicious of Cybertronic: to the typical Imperial, Cybertronic appears to be a fifth column operating within human space. THE PRIDE AND ADVENTURE OF IMPERIAL CITIZENS The highest praise an Imperial citizen can receive is to be considered competent and respectable. Imperial citizens, and especially those of the noble clans, are raised from birth to believe in the ‘rightness’ of their cause, the strength of their values, devotion to the clans and family, and above all, to fight for their colours to the last. Imperial citizens view themselves as underdogs in the corporate world, and the message of “every citizen, worker, officer, or noble will do their duty” is hammered home from a young age. Of course, this mentality varies amongst the different sections of society, and is strongest amongst the workers and less powerful, for the nobility have their own motivations. This culture of sacrifice is a great source of strength for the Imperial military, which will happily fight to the last man against overwhelming odds. ‘Satisfaction’ is a reviled concept, one considered particularly ‘Bauhausian’ as Imperial cannot afford to stagnate and must continually grow to survive. Imperial colours fly at the front lines. CHAPTER 01 10
Imperial characters can be created using the variant rules in this chapter, rather than those in the core book. Some of the differences are essentially superficial – providing details more appropriate to Imperial characters – but this section also provides replacement Lifepath sections specific to those of Imperial origins, including options representing the Imperial clans, and the schools and careers they enter. The process of creating an Imperial character is essentially the same as creating any character, and follows most of the same Lifepath Decisions as described in the Mutant Chronicles core book. This chapter will provide alternative options for many of the decision points. Obviously, these options are only available to characters who come from the Imperial corporation. DECISIONS THREE AND FOUR, CLAN The clans and companies of Imperial are scattered far and wide across the solar system. Further, because Imperial is composed of disparate clans and extended families united by common cause, the notion of ‘what family you come from’ is typically one of the most important and defining elements of an Imperial’s upbringing. To an Imperial, birthright and breeding are of paramount importance in judging the worth of others, and before any other decisions are made, you must determine to which clan the character belongs. In place of the normal Decisions Three and Four (Status, and Environment, respectively), roll 1d20 on the Clan Table. You may choose to spend one Life point before rolling to pick a result from this table instead. HOW YOUR CLAN AFFECTS YOU Which clan you were born to will have a deep and lasting effect upon your life, even if you subsequently leave it for some reason. If determines what kind of school you can get into, what sorts of jobs are the easiest to enter, and the kinds of things that are likely to happen to you during your formative years. FAMILY: Once a clan has been selected, roll to determine whether the character is part of the clan’s core family – the one for which it is named – or a member of an affiliated family. Characters who are part of the core family are directly related to the head of their clan, and may use the clan’s name as their own last name. Affiliated families are attached or aligned to the clan’s core family in some way. While they receive most of the benefits of the clan, those who belong to CHAPTER 02 Imperial Characters KINSMAN OF IMPERIAL (CITIZEN TALENT) All Imperial characters automatically receive this talent during character creation. Possessing this talent marks the character as a born and raised member of the Imperial corporation. The character has a place within the fabric of Imperial society, with all the advantages and responsibilities that accompany it. When legally purchasing any item manufactured by the Imperial corporation or one of its many clans or subsidiary companies, you may reduce the Restriction Rating and Cost by one. The reduction in Cost increases to two for any item produced by the character’s own clan. Imperial citizens cannot deny air or water to a fellow Kinsman of Imperial in need, though they have the permission to regard those who have received supplies as trespassing if they linger too long. An Imperial’s home is his castle, and thus he may defend his home with any force necessary without legal consequences. CLAN TABLE ROLL CLAN ROLL CLAN 1 Axelthorpe 11 Loughton 2 Bartholomew 12 MacGuire 3 Brannaghan 13 Morgan 4 Drougan 14 Murdoch 5 Dunsirn 15 Murray 6 Fergan 16 O’Loughton 7 Fieldhausen 17 Oakenfist 8 Finn 18 Paladine 9 Gallagher 19 Smythe 10 Kingsfield 20 Choose One Imperial Characters 11
the core family have a higher social status and greater rights and privileges. Families become affiliated to a core family in a number of ways. Perhaps an ancestor married the son or daughter of a core family, or the family business was subsumed into the larger clan through acquisition or conquest. Perhaps they were hired long ago as freelancers. Instead of rolling, you may spend one Life point to belong to a clan’s core family, or belong to an affiliated family for free. SOCIAL STANDING: A character’s Family determines the relative social standing of a character. All the ‘common’, working-class people in Imperial come from one of the affiliated families, while the core families are higher-class, and even at their lowest, they are still regarded as more significant and important than the commoners who support their family’s business. Social standing is rated from one to six, and is determined by the Family the player character belongs to within his Clan. A character’s social standing determines a number of starting items, as explained on the Social Standing Table, (see page 31); when creating your character, choose one of Urban, Rural, or Asteroid to determine your lodgings. EARNINGS RATING: A character’s Earnings Rating is determined by the Family he belongs to within his Clan. ATTRIBUTE BONUSES: A character’s Clan provides him with increases to three of his attribute scores, adding one to each of the listed scores. SKILLS: A character’s Clan provides him with one rank of training each in two of the three skills listed in his Clan’s entry. TRAPPINGS: Each clan’s entry contains a list of common trappings that members of the clan are likely to possess. Not all of these items are physical – some are titles or exclusive memberships. Pick a single one of these items. EDUCATION: Each clan’s entry contains a table listing a range of educations. These are unique to Imperial, and represent the various schools and colleges that the scions of Imperial families attend (see page 31). The schools available vary by clan, as it is considered a mark of good breeding and propriety to go to one of the schools attended by an ancestor. These schools fit one of six categories, and each is defined as either Standard, or Elite, with Elite schools providing a better quality of education. All Imperial characters, regardless of clan, have the option to attend a Brotherhood-run Academy or be taken as Apprentices to the Brotherhood, the rules for which can be found in the Mutant Chronicles core book, should they roll the Choose One option. In all circumstances, instead of rolling on a clan’s education table, you may spend one Life point to select a Standard school, or two Life points to select an Elite school. For these purposes, the Brotherhood Academy result is considered a Standard school, while Brotherhood Apprenticeship is considered an Elite school. FAMILY BUSINESS: Each clan has a primary business from which it derives most of its wealth and power. As a result, the majority of a clan’s members will go into careers that support this business, and thus each Clan lists a single Primary Career that may be selected as an alternative to whichever career was rolled. This is in addition to any Career options provided by the character’s Education. EVENT TABLE: Each clan’s entry contains a small event table, which lists a few entries appropriate to that clan’s nature and business. When rolling for an Adolescent Event, roll on the Adolescent Event Table on page 35. Any roll of 13-20 on that table results in a roll on the Clan Adolescent Event Table. An Imperial’s Home is his Castle. CHAPTER 02 12
AXELTHORPE Due to their long-standing close business relationship, the same rules and tables are used for both Clan Axelthorpe and Clan Smythe, changing only the specific names. If a character belongs to Clan Smythe, replace all references below to Axelthorpe with Smythe. FAMILY: Roll 1d20 on the following table: D20 ROLL FAMILY 1-7 Axelthorpe (Core Family) 8-20 Affiliated Family SOCIAL STANDING: Axelthorpe 5, Affiliated 4. EARNINGS RATING: Axelthorpe 4, Affiliated 3. ATTRIBUTE BONUSES: Intelligence, Mental Strength, Personality. SKILLS: Education, Lifestyle, Persuade. TRAPPINGS: Belt buckle or tie with the clan emblem; membership of an exclusive club on Luna; statuette, photograph, or painting of a famous ancestor; lifetime subscription to TV channel package or newspaper. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. FAMILY BUSINESS: Corporate Executive. SPECIAL NOTES: Axelthorpe and Smythe characters may join the Sterlings Special Forces unit. Due to their financial resources, members of Clan Axelthorpe begin play with two additional assets, or three additional assets if they belong to the core family. AXELTHORPE ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 2-3 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 4 Financial Whiz: You have a knack for numbers and money. Not A People Person You may use your Intelligence rather than your Personality to determine your Influence and starting assets. 5 Comptography Expert: In your hands, a comptograph can perform wonders. Obsessed With Technology You may re-roll one d20 on any Sciences test made to use comptographs or computers. However, you reduce your Corruption Soak by one. 6 Slender: The Axelthorpes are noted for their waiflike build. Frail Build Reduce your Serious Wounds by one and increase your Critical Wounds by one. AXELTHORPE EDUCATION TABLE D6 ROLL EDUCATION 1 Galway (Liberal Arts, Standard) 2 Wexford (Business, Elite) 3 Langfrey (Business, Standard) 4 Paxton (Military, Elite) 5 Choose one 6 Choose one Imperial Characters 13
BARTHOLOMEW FAMILY: Roll 1d20 on the following table: D20 ROLL FAMILY 1-7 Bartholomew (Core Family) 8-12 Grendel 13-20 Other Affiliated Family SOCIAL STANDING: Bartholomew 6, Grendel 5, Other Affiliated Family 4. EARNINGS RATING: Bartholomew 5, Grendel 4, Other Affiliated Family 3. ATTRIBUTE BONUSES: Awareness, Intelligence, Personality. SKILLS: Observation, Persuade, Mechanics. TRAPPINGS: An heirloom weapon hung over the fireplace; a globe of Luna made of precious metals; a statuette, photograph, or painting of a famous ancestor; high-quality briefcase; recommendation to an exclusive Imperial tailor. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. Bartholomew characters attend their clan’s own university on Luna, rather than the schools attended by those of other families. Bartholomew University has colleges covering the normal six specialities as Standard schools, as well as an Elite Military school. These follow the same rules as the normal schools of that type and quality. FAMILY BUSINESS: Intelligence. SPECIAL NOTES: Reduce the difficulty to enter an ISC Iconic Career by one step. BARTHOLOMEW ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 2-3 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 4 Weapons Fanatic: You have been obsessed with guns or blades since you were small. Violent Increase either your Ranged or Melee damage bonus by +1 5 Sneaky Little Conniver: You always get what you want, but people do not have to like you for it. Ruthless Increase your Social Standing by one, but gain an Enemy in another Clan. 6 Slick Talker: You are a silver-tongued devil, able to convince others of almost anything, but your sly manner makes you ill-suited to wielding authority. Talkative Gain one bonus Momentum on all Persuade tests, but increase the difficulty of Command tests by one step. BARTHOLOMEW EDUCATION TABLE D6 ROLL EDUCATION STANDARD SCHOOL 1 Roll on Standard School Column Liberal Arts 2 Roll on Standard School Column Business 3 Roll on Standard School Column Law 4 Roll on Standard School Column Medical 5 Elite, Military Military 6 Choose One Science CHAPTER 02 14
BRANNAGHAN FAMILY: Roll 1d20 on the following table: D20 ROLL FAMILY 1-7 Brannaghan (Core Family) 8-20 Affiliated Family SOCIAL STANDING: Brannaghan 4, Affiliated 3. EARNINGS RATING: Brannaghan 3, Affiliated 2. ATTRIBUTE BONUSES: Agility, Physique, Intelligence. SKILLS: Close Combat, Ranged Weapons, Treatment. TRAPPINGS: Belt buckle or shoulder pad with clan emblem; medical insurance (Restriction 1, Maintenance 3); an ancestor’s medical texts (personal library, medical); a grandparent’s sword or handgun. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. FAMILY BUSINESS: Military SPECIAL NOTES: May join the Blue Lions special forces regiment. Members of Clan Brannaghan may learn Rune Magic. BRANNAGHAN ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 2-3 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 4 Weapons Fanatic: You have been obsessed with guns or blades since you were small. Violent Increase either your Ranged or Melee damage bonus by +1 5-6 Extraordinary Chemical Resistance: Possibly inherited from your ancestors, you have an exceptional resistance to foreign substances. Drug Resistant You gain two bonus Momentum on all Resistance tests to avoid the effects of poisons, diseases, or drugs. However, when a dose of Coagulant is spent on a Treatment or Medicine test to aid the character, it grants no benefit unless a second dose is spent at the same time. BRANNAGHAN EDUCATION TABLE D6 ROLL EDUCATION STANDARD SCHOOL 1 Roll on Standard School Column New Bristol (Military) 2 Roll on Standard School Column Galway (Liberal Arts) 3 Roll on Standard School Column IIT (Science) 4 Paxton (Military, Elite) Luna Memorial (Medical) 5 Babbage (Science, Elite) Choose One 6 Choose One Choose One Imperial Characters 15
DROUGAN FAMILY: Roll 1d20 on the following table: D20 ROLL FAMILY 1-19 Drougan (Core Family) 20 Affiliated Family SOCIAL STANDING: Drougan 4, Affiliated 3. EARNINGS RATING: Drougan 3, Affiliated 2. ATTRIBUTE BONUSES: Strength, Personality, Physique. SKILLS: Close Combat, Ranged Weapons, Resistance. TRAPPINGS: A bottle of exceptional whiskey being saved for a special occasion, a hip-flask full of decent whiskey, an ancestor’s sword or pistol, a belt buckle or shoulder pad with the Clan’s emblem. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. FAMILY BUSINESS: Military SPECIAL NOTES: May join the Wild Roses special forces regiment. DROUGAN ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 2 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 3-4 Full of Blarney: You have inherited the fabled Drougan gift for the gab Talkative You may re-roll one d20 on any Persuade test, but increase the difficulty of Command tests by one step. 5-6 Extraordinary Chemical Resistance: Possibly inherited from your ancestors, you have an exceptional resistance to foreign substances. Drug Resistant You gain two bonus Momentum on all Resistance tests to avoid the effects of poisons, diseases, or drugs. However, when a dose of Coagulant is spent on a Treatment or Medicine test to aid the character, it grants no benefit unless a second dose is spent at the same time. DROUGAN EDUCATION TABLE D6 ROLL EDUCATION 1 New Bristol (Military, Standard) 2 Galway (Liberal Arts, Standard) 3 IIT (Science, Standard) 4 Paxton (Military, Elite) 5 Stratford (Liberal Arts, Elite) 6 Choose One CHAPTER 02 16
DUNSIRN FAMILY: Roll 1d20 on the following table: D20 ROLL FAMILY 1-12 Dunsirn (Core Family) 13-14 Kimberly 15-20 Other Affiliated Family SOCIAL STANDING: Dunsirn 4, Kimberly 3, Affiliated 2. EARNINGS RATING: Dunsirn 3, Kimberly 2, Affiliated 1. ATTRIBUTE BONUSES: Awareness, Coordination, Intelligence. SKILLS: Education, Mechanics, Survival. TRAPPINGS: A collection of maps of the Dunsirn estates, a gilt-edged notebook of high-quality paper, a subscription to a major newspaper, a trophy of some exotic animal from an old hunting trip. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. FAMILY BUSINESS: Technical SPECIAL NOTES: May join the Hunters special forces regiment. DUNSIRN ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 2 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 3 Weapons Fanatic: You have been obsessed with guns or blades since you were small. Violent Increase either your Ranged or Melee damage bonus by +1 4-6 You Are Of The Land: Your parents taught you a deep and abiding respect for the wilderness, and you have spent much time living in it. Uncomfortable in Cities You may re-roll 1d20 on Athletics, Observation, and Survival tests made in untamed wilderness. However, you increase the difficulty of tests using those skills by one in urban or artificial locations. DUNSIRN EDUCATION TABLE D6 ROLL EDUCATION 1 New Bristol (Military, Standard) 2 Galway (Liberal Arts, Standard) 3 IIT (Science, Standard) 4 Paxton (Military, Elite) 5 Stratford (Liberal Arts, Elite) 6 Choose One Imperial Characters 17
FERGAN FAMILY: Roll 1d20 on the following table: D20 ROLL FAMILY 1-12 Fergan (Core Family) 13-20 Affiliated Family SOCIAL STANDING: Fergan 4, Affiliated 3 EARNINGS RATING: Fergan 3, Affiliated 2. ATTRIBUTE BONUSES: Coordination, Personality, Physique. SKILLS: Animal Handling, Pilot, Survival. TRAPPINGS: A motorcycle, a guard dog (working animal), old family rifle. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. FAMILY BUSINESS: Farmer/Frontiersman SPECIAL NOTES: Clan Fergan characters reduce the Restriction and Cost of animals and animal handling equipment by one step. FERGAN ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 2 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 3 Weapons Fanatic: You have been obsessed with guns or blades since you were small. Violent Increase either your Ranged or Melee damage bonus by +1 4-5 Born at the Wheel: You have been operating motor vehicles since you were big enough to walk. Road Rage You may re-roll 1d20 on Pilot tests to operate ground vehicles, but you also increase the difficulty of Athletics tests by one step. 6 You Are Of The Land: Your parents taught you a deep and abiding respect for the wilderness, and you have spent much time living in it. Uncomfortable in Cities You may re-roll 1d20 on Athletics, Observation, and Survival tests made in untamed wilderness. However, you increase the difficulty of tests using those skills by one in urban or artificial locations. FERGAN EDUCATION TABLE D6 ROLL EDUCATION 1 New Bristol (Military, Standard) 2 Galway (Liberal Arts, Standard) 3 Paxton (Military, Elite) 4 Stratford (Liberal Arts, Elite) 5 Choose One 6 Choose One CHAPTER 02 18
FIELDHAUSEN FAMILY: There is no Family Table for Clan Fieldhausen – all characters are from the Fieldhausen core family. This costs no additional Life points. SOCIAL STANDING: Fieldhausen 4. EARNINGS RATING: Fieldhausen 3. ATTRIBUTE BONUSES: Coordination, Intelligence, Mental Strength. SKILLS: Mechanics, Pilot, Sciences. TRAPPINGS: A portfolio of schematics and engineering designs, mechanic’s repair kit, a collection of letters from a distant relative in Bauhaus, belt buckle with the Fieldhausen emblem. EDUCATION: Roll 1d6 on the education table to determine a character’s Education. FAMILY BUSINESS: Technical or Ship Crew. SPECIAL NOTES: Clan Fieldhausen characters reduce the Cost and Restriction of military vehicles by one step. Further, all Clan Fieldhausen characters gain the Bauhaus corporation as an Enemy. Re-roll any result of Clan Fieldhausen if the game is set in the Dark Symmetry era. FIELDHAUSEN ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1-2 Business Heritage: You come from a long line of entrepreneurs or engineers. Money Makes The Worlds Go Round You gain two assets 3-4 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 5 Friends in High Places: You have close ties with someone highly placed in the Imperial bureaucracy. Used to the Finer Things Increase your Social Standing by one. 6 Born at the Wheel: You have been operating motor vehicles since you were big enough to walk. Road Rage You may re-roll 1d20 on Pilot tests to operate ground vehicles, but you also increase the difficulty of Athletics tests by one step. FIELDHAUSEN EDUCATION TABLE D6 ROLL EDUCATION STANDARD SCHOOL 1 Roll on Standard School Column New Bristol (Military) 2 Roll on Standard School Column Galway (Liberal Arts) 3 Wexford (Business, Elite) IIT (Science) 4 Serenity’s (Law, Elite) Langfrey (Business) 5 Stratford (Liberal Arts, Elite) Hampshire (Law) 6 Choose One Choose One CLANS IN THE DARK SYMMETRY ERA Due to Imperial’s tumultuous history, several Clans are noticeably different in the Dark Symmetry Era. When generating an Imperial character for a game set in the Dark Symmetry Era, a few additional considerations are required. Clan Fieldhausen does not yet exist, as they’re still part of Bauhaus. Clan Gallagher is still a powerful business, yet to suffer its near-extinction. Clan Kingsfield still has considerable power and status. While we haven’t the space to deal with all the differences, some of the larger ones are handled in this chapter. Imperial Characters 19
FINN FAMILY: Roll 1d20 on the following table: D20 ROLL FAMILY 1-12 Finn (Core Family) 13-20 Affiliated Family SOCIAL STANDING: Finn 4, Affiliated 3. EARNINGS RATING: Finn 3, Affiliated 2. ATTRIBUTE BONUSES: Intelligence, Mental Strength, Personality. SKILLS: Treatment, Persuade, Willpower. TRAPPINGS: Belt buckle or shoulder pad with clan emblem, medical insurance (Restriction 1, Maintenance 3), an ancestor’s medical texts (personal library, medical). EDUCATION: Roll 1d6 on the following table to determine a character’s Education. FAMILY BUSINESS: Medical SPECIAL NOTES: With the exception of its Bad Samaritans regiment, members of Clan Finn refuse to be involved in the armed forces – they may only take the Military (Clan Regimental Brigade) primary career if Military is rolled or chosen. Members of Clan Finn can learn Rune Magic. FINN ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1-3 Medical Heritage: You come from a long line of excellent doctors. A Lover Not A Fighter Gain one bonus Momentum on all Treatment tests attempted. However, pick Close Combat or Ranged Weapons – all tests with that skill, and all Advanced Skills linked to it, increase in difficulty by one step. 4 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 5 Slick Talker: You are a silver-tongued devil, able to convince others of almost anything, but your sly manner makes you ill-suited to wielding authority. Talkative Gain one bonus Momentum on all Persuade tests, but increase the difficulty of Command tests by one step. 6 A Born Diplomat: You seem to know just how to make people agree, but your talent for debate makes you illprepared when violence is necessary. Slow to Anger, Slow to Action You may re-roll one d20 of any Persuade or Lifestyle test. However, pick Close Combat or Ranged Weapons – all tests with that skill, and all Advanced Skills linked to it, increase in difficulty by one step. FINN EDUCATION TABLE D6 ROLL EDUCATION 1 Galway (Liberal Arts, Standard) 2 Hampshire (Law, Standard) 3 Mercy (Medical, Standard) 4 Serenity’s (Law, Elite) 5 Stratford (Liberal Arts, Elite) 6 Choose One CHAPTER 02 20
GALLAGHER FAMILY: Roll 1d20 on the following table. Note that there is no chance of actually being part of the Gallagher family, as there is only one member of that family remaining. For games set in the Dark Symmetry era, use the second ‘D20 Roll’ column. D20 ROLL FAMILY – 1-7 Gallagher (Core Family) 1-15 8-15 Rourke 16-20 16-20 Other Affiliated Family SOCIAL STANDING: Gallagher 5, Rourke 4, Affiliated 3. EARNINGS RATING: Gallagher 4, Rourke 3, Affiliated 2. ATTRIBUTE BONUSES: Coordination, Intelligence, Personality. SKILLS: Close Combat, Mechanics, Command. TRAPPINGS: An ancestor’s clan claymore, an old blood-stained Vengeance Company regimental banner, an extensive listing of the Gallagher family tree, an old decorative map of Keep Gladius. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. FAMILY BUSINESS: Technical or Military. SPECIAL NOTES: Clan Gallagher has no clan special forces of its own. GALLAGHER ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1 Business Heritage: You come from a long line of entrepreneurs. Money Makes The Worlds Go Round You gain two assets 2 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 3 Weapons Fanatic: You have been obsessed with guns or blades since you were small. Violent Increase either your Ranged or Melee damage bonus by +1 4 Natural Brawler: Your knuckles are calloused from a lifetime of punching other people in the face. Quick to Anger You reduce the difficulty of Unarmed Combat tests by one step, to a minimum of D1. 5-6 Born to the Sword: Your favourite blade is like an extension of your arm. Honour of the Sword After spending a week of practice (no less than four hours a day for a full seven days), nominate a single sword you possess. That sword gains Parry 1 and Vicious 1. These qualities stack with any existing qualities the sword has. GALLAGHER EDUCATION TABLE D6 ROLL EDUCATION 1 New Bristol (Military, Standard) 2 Galway (Liberal Arts, Standard) 3 IIT (Science, Standard) 4 Stratford (Liberal Arts, Elite) 5 Wexford (Business, Elite) 6 Choose One Imperial Characters 21
KINGSFIELD FAMILY: There is no Family Table for Clan Kingsfield – all characters are from the Kingsfield core family. This costs no additional Life points. SOCIAL STANDING: Kingsfield 3. EARNINGS RATING: Kingsfield 2. ATTRIBUTE BONUSES: Coordination, Physique, Mental Strength. SKILLS: Ranged Weapons, Resistance, Willpower. TRAPPINGS: A detailed ledger of grudges and vendettas against other clans, an old Black Hearts dress uniform, a key to a safety deposit box on Victoria containing old Kingsfield treasures, a box full of letters from relatives who left Imperial. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. FAMILY BUSINESS: Intelligence. SPECIAL NOTES: In the Dark Legion Era, Clan Kingsfield has a reputation for being untrustworthy, and it is disinclined to trust those of other clans. Clan Kingsfield characters increase the Repercussion range of Persuade and Command tests by one when dealing with Imperials from other clans. In the Dark Symmetry Era, the Clan’s shame is yet to occur; increase the Clan’s Social Standing and Earnings. KINGSFIELD ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 2-3 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 4 Weapons Fanatic: You have been obsessed with guns or blades since you were small. Violent Increase either your Ranged or Melee damage bonus by +1 5 Sneaky Little Conniver: You always get what you want, but people do not have to like you for it. Ruthless Increase your Social Standing by one, but gain an Enemy in another Clan. 6 Humourless: With your family’s history rendered into the subject of satire by everyone else, you have little patience for the mirth of others. You are always focussed on the job at hand, with no time for frivolity. Relentlessly Serious You increase the difficulty of Persuade tests by one step made outside of formal situations. However, you gain one more Mental Wound than normal. KINGSFIELD EDUCATION TABLE D6 ROLL EDUCATION 1 Roll on Standard School Column 2 Roll on Standard School Column 3 Roll on Standard School Column 4 Roll on Elite School Column 5 Roll on Elite School Column 6 Choose One D6 ROLL STANDARD SCHOOL ELITE SCHOOL 1 New Bristol (Military) Stratford (Liberal Arts) 2 Galway (Liberal Arts) Wexford (Business) 3 IIT (Science) Serenity’s (Law) 4 Langfrey (Business) Cardinal’s (Medical) 5 Hampshire (Law) Paxton (Military) 6 Mercy (Medical) Babbage (Science) CHAPTER 02 22
LOUGHTON FAMILY: Roll 1d20 on the following table. D20 ROLL FAMILY 1-14 Loughton (Core Family) 15-20 Affiliated Family SOCIAL STANDING: Loughton 5, Affiliated 3. EARNINGS RATING: Loughton 4, Affiliated 2. ATTRIBUTE BONUSES: Coordination, Intelligence, Physique. SKILLS: Mechanics, Pilot, Space. TRAPPINGS: An abridged copy of the Book of Law; mechanic’s repair kit; statuette of the First Cardinal; shoulder pad, beret, or flight helmet with Loughton emblem. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. FAMILY BUSINESS: Technical. SPECIAL NOTES: Due to its strong ties to the Brotherhood, Clan Loughton characters automatically gain the Tithed talent (see page 249 of the Mutant Chronicles core book), though the reduction in Earnings Rating is already accounted for. Further, any Clan Laughton character who joins the Brotherhood may still consider himself to be part of Clan Laughton for the purposes of social interaction with Imperial, and he retains his Social Standing. LOUGHTON ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 2 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 3 Weapons Fanatic: You have been obsessed with guns or blades since you were small. Violent Increase either your Ranged or Melee damage bonus by +1 4-5 Born at the Wheel: You have been operating motor vehicles since you were big enough to walk. Road Rage You may re-roll 1d20 on Pilot tests to operate ground vehicles, but you also increase the difficulty of Athletics tests by one step. 6 Spacefarer: You’ve a knack for operating spacecraft, and have had for as long as you can remember. So fundamental is space travel to your identity that you are dismissive of those who limit themselves to a single world. Dismissive of the Untraveled You may re-roll 1d20 on Space tests, but you also increase the difficulty of Survival tests by one step. LOUGHTON EDUCATION TABLE D6 ROLL EDUCATION 1 Roll on Standard School Column 2 Roll on Standard School Column 3 Roll on Standard School Column 4 Roll on Elite School Column 5 Roll on Elite School Column 6 Choose One D6 ROLL STANDARD SCHOOL ELITE SCHOOL 1 New Bristol (Military) Stratford (Liberal Arts) 2 Galway (Liberal Arts) Wexford (Business) 3 IIT (Science) Serenity’s (Law) 4 Langfrey (Business) Cardinal’s (Medical) 5 Hampshire (Law) Paxton (Military) 6 Mercy (Medical) Babbage (Science) Imperial Characters 23
MACGUIRE FAMILY: Roll 1d20 on the following table. D20 ROLL FAMILY 1-7 MacGuire (Core Family) 8-20 Affiliated Family SOCIAL STANDING: MacGuire 6, Affiliated 3. EARNINGS RATING: MacGuire 5, Affiliated 2. ATTRIBUTE BONUSES: Agility, Strength, Personality. SKILLS: Close Combat, Lifestyle, Persuade. TRAPPINGS: An ornamental orrery of the solar system, the platinum-plated skull of a Nepharite in a sanctified case, an heirloom clan claymore, a bottle of ancient liquor. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. FAMILY BUSINESS: Military. SPECIAL NOTES: Members of Clan MacGuire may always choose the Millitary (Wolfbairn) primary career when they pick a Military career. MACGUIRE ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1-2 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 3 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 4 Weapons Fanatic: You have been obsessed with guns or blades since you were small. Violent Increase either your Ranged or Melee damage bonus by +1 5-6 Wolfbane Training: You trained at your parents’ knees, continuing a fierce warrior lineage. Merciless You use the next highest row when determining your wounds. MACGUIRE EDUCATION TABLE D6 ROLL EDUCATION 1 Roll on Standard School Column 2 Roll on Standard School Column 3 Roll on Standard School Column 4 Roll on Elite School Column 5 Roll on Elite School Column 6 Choose One D6 ROLL STANDARD SCHOOL ELITE SCHOOL 1 New Bristol (Military) Stratford (Liberal Arts) 2 Galway (Liberal Arts) Wexford (Business) 3 IIT (Science) Serenity’s (Law) 4 Langfrey (Business) Cardinal’s (Medical) 5 Hampshire (Law) Paxton (Military) 6 Mercy (Medical) Babbage (Science) CHAPTER 02 24
MORGAN FAMILY: Roll 1d20 on the following table. D20 ROLL FAMILY 1-16 Morgan (Core Family) 17-20 Affiliated Family SOCIAL STANDING: Morgan 4, Affiliated 3. EARNINGS RATING: Morgan 3, Affiliated 2. ATTRIBUTE BONUSES: Awareness, Intelligence, Mental Strength. SKILLS: Mechanics, Observation, Insight. TRAPPINGS: An assortment of disassembled electronics (counts as three Parts), a deck of playing cards printed with the Clan Morgan emblem, declaration of purity signed by an Inquisitor Majoris, a folder of surveillance reports on a suspected Heretic. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. FAMILY BUSINESS: Technical or Academic. SPECIAL NOTES: Only members of Clan Morgan can join the Black Berets clan regiment. MORGAN ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 2-3 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 4 Weapons Fanatic: You have been obsessed with guns or blades since you were small. Violent Increase either your Ranged or Melee damage bonus by +1 5 Electronics Whiz: Ever since you were a child, you have had a knack for building or fixing electronics. Knows Machines Better Than People You may re-roll one d20 on any Mechanics test made to use make or repair electronics. However, you reduce your Corruption Soak by one. 6 Gambler: You have played games of chance all your life, and you are thus well-versed in matters of risk vs reward. Reckless You may pay one Dark Symmetry point to roll before attempting any test. On a roll of 1 or 2, you increase your Expertise rank in the skill by the amount rolled. On a 3 to 5, nothing happens. If a Dark Symmetry Icon is generated, then the roll generates one additional Repercussion. MORGAN EDUCATION TABLE D6 ROLL EDUCATION 1 Roll on Standard School Column 2 Roll on Standard School Column 3 Roll on Standard School Column 4 Roll on Elite School Column 5 Roll on Elite School Column 6 Choose One D6 ROLL STANDARD SCHOOL ELITE SCHOOL 1 New Bristol (Military) Stratford (Liberal Arts) 2 Galway (Liberal Arts) Wexford (Business) 3 IIT (Science) Serenity’s (Law) 4 Langfrey (Business) Cardinal’s (Medical) 5 Hampshire (Law) Paxton (Military) 6 Mercy (Medical) Babbage (Science) Imperial Characters 25
MURDOCH FAMILY: Roll 1d20 on the following table. D20 ROLL FAMILY 1-6 Murdoch (Core Family) 7-20 Affiliated Family SOCIAL STANDING: Murdoch 5, Affiliated 3. EARNINGS RATING: Murdoch 4, Affiliated 2. ATTRIBUTE BONUSES: Agility, Physique, Personality. SKILLS: Command, Lifestyle, Persuade. TRAPPINGS: Large ornamental book describing the history of Imperial, artwork depicting one or more of the Murdoch Serenities, membership of an exclusive club, walking stick topped with a golden lion rampant, heirloom sword or handgun. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. Clan Murdoch maintains its own military school, Serenity’s Military College, which has both Standard and Elite forms, and which follows the normal rules for Military Schools of those qualities. FAMILY BUSINESS: Corporate Executive. SPECIAL NOTES: Due to their traditional ties to the regiment, members of Clan Murdoch reduce the difficulty of the test to enter the Golden Lion Iconic Career by one. MURDOCH ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 2-3 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 4 Weapons Fanatic: You have been obsessed with guns or blades since you were small. Violent Increase either your Ranged or Melee damage bonus by +1 5 Slick Talker: You are a silver-tongued devil, able to convince others of almost anything, but your sly manner makes you ill-suited to wielding authority. Talkative Gain one bonus Momentum on all Persuade tests, but increase the difficulty of Command tests by one step. 6 Child Prodigy: Certain perks come with the Murdoch name, such as an exceptional education. Egotistical Pick two skills. You may re-roll 1d20 on any tests involving those skills. Pick a third skill: tests using that skill increase in difficulty by one step. MURDOCH EDUCATION TABLE D6 ROLL EDUCATION 1 Roll on Standard School table 2 Roll on Standard School table 3 Roll on Standard School table 4 Roll on Elite School table 5 Roll on Elite School table 6 Choose One D6 ROLL STANDARD SCHOOL ELITE SCHOOL 1 Serenity’s Military College (Military) Stratford (Liberal Arts) 2 Galway (Liberal Arts) Wexford (Business) 3 IIT (Science) Serenity’s (Law) 4 Langfrey (Business) Cardinal’s (Medical) 5 Hampshire (Law) Serenity’s Military College (Military) 6 Mercy (Medical) Babbage (Science) CHAPTER 02 26
MURRAY FAMILY: Roll 1d20 on the following table. D20 ROLL FAMILY 1-5 Murray (Core Family) 6-9 Lyon 10-13 Atkinson 14-20 Affiliated Family SOCIAL STANDING: Murray 4, Lyon 3, Atkinson 3, Affiliated Family 2. EARNINGS RATING: Murray 3, Lyon 2, Atkinson 2, Affiliated Family 1. ATTRIBUTE BONUSES: Physique, Intelligence, Personality. SKILLS: Mechanics, Resistance, Sciences. TRAPPINGS: An heirloom rifle or sword, shoulder pad or belt buckle with the Clan Murray emblem, small cask of high quality ale, engraved tankard with the Murray emblem. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. Family Business: Technical. Special Notes: Only members of Clan Murray can join the Shamrocks clan regiment. MURRAY ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 2 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 3 Full of Blarney: You have inherited the fabled Murray gift for the gab. Talkative You may re-roll one d20 on any Persuade test, but increase the difficulty of Command tests by one step. 4-5 Luck of the Murrays: As the saying goes, your luck never seems to run out. Reckless Roll when you make a Response Action. If a Dark Symmetry Icon is generated, the action does not count towards your normal limit of one Response Action per turn. 6 Extraordinary Chemical Resistance: Possibly inherited from your ancestors, you have an exceptional resistance to foreign substances. Drug Resistant You gain two bonus Momentum on all Resistance tests to avoid the effects of poisons, diseases, or drugs. However, when a dose of Coagulant is spent on a Treatment or Medicine test to aid the character, it grants no benefit unless a second dose is spent at the same time. MURRAY EDUCATION TABLE D6 ROLL EDUCATION 1 Roll on Standard School Column 2 Roll on Standard School Column 3 Roll on Standard School Column 4 Roll on Elite School Column 5 Roll on Elite School Column 6 Choose One D6 ROLL STANDARD SCHOOL ELITE SCHOOL 1 New Bristol (Military) Wexford (Business) 2 Galway (Liberal Arts) Serenity’s (Law) 3 IIT (Science) Cardinal’s (Medical) 4 Langfrey (Business) Paxton (Military) 5 Hampshire (Law) Babbage (Science) 6 Mercy (Medical) Choose One Imperial Characters 27
O’LOUGHTON FAMILY: Roll 1d20 on the following table. D20 ROLL FAMILY 1-7 O’Loughton (Core Family) 8-20 Affiliated Family SOCIAL STANDING: O’Loughton 3, Affiliated Family 2. EARNINGS RATING: O’Loughton 2, Affiliated Family 1. ATTRIBUTE BONUSES: Strength, Physique, Personality. SKILLS: Persuade, Survival, Vacuum. TRAPPINGS: A military-issue wristwatch, set of polished military boots, old combat knife, several sets of military dog tags. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. FAMILY BUSINESS: Military. SPECIAL NOTES: Only members of Clan O’Loughton can join the Golden Panthers clan regiment. O’LOUGHTON ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1-3 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 4 Weapons Fanatic: You have been obsessed with guns or blades since you were small. Violent Increase either your Ranged or Melee damage bonus by +1 5 Natural Brawler: Your knuckles are calloused from a lifetime of punching other people in the face. Quick to Anger You reduce the difficulty of Unarmed Combat tests by one step, to a minimum of D1. 6 Slick Talker: You are a silver-tongued devil, able to convince others of almost anything, but your sly manner makes you ill-suited to wielding authority. Talkative Gain one bonus Momentum on all Persuade tests, but increase the difficulty of Command tests by one step. O’LOUGHTON EDUCATION TABLE D6 ROLL EDUCATION 1 Galway (Liberal Arts, Standard) 2 Galway (Liberal Arts, Standard) 3 New Bristol (Military, Standard) 4 New Bristol (Military, Standard) 5 Paxton (Military, Elite) 6 Choose One CHAPTER 02 28
OAKENFIST FAMILY: Roll 1d20 on the following table. D20 ROLL FAMILY 1-16 Oakenfist (Core Family) 17-20 Affiliated Family SOCIAL STANDING: Oakenfist 3, Affiliated Family 2. EARNINGS RATING: Oakenfist 2, Affiliated Family 1. ATTRIBUTE BONUSES: Agility, Strength, Coordination. SKILLS: Athletics, Close Combat, Ranged Weapons. TRAPPINGS: A runic protection talisman (no effect), mini-torch, old shovel or mining pick, passage booked on a spaceship to or from a frontier mining colony. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. FAMILY BUSINESS: Technical or Ship Crew. SPECIAL NOTES: Clan Oakenfist characters reduce their Mental Strength by one, but increase their Strength by one. Clan Oakenfist characters can learn Rune Magic. OAKENFIST ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 2-3 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 4 Weapons Fanatic: You have been obsessed with guns or blades since you were small. Violent Increase either your Ranged or Melee damage bonus by +1 5 Slick Talker: You are a silver-tongued devil, able to convince others of almost anything, but your sly manner makes you ill-suited to wielding authority. Talkative Gain one bonus Momentum on all Persuade tests, but increase the difficulty of Command tests by one step. 6 Your Mind! The incipient madness that plagues your family has started early with you. Not Entirely Sane You have one fewer Mental Wound box than normal. OAKENFIST EDUCATION TABLE D6 ROLL EDUCATION 1 Roll on Standard School Column 2 Roll on Standard School Column 3 Roll on Standard School Column 4 Roll on Elite School Column 5 Roll on Elite School Column 6 Choose One D6 ROLL STANDARD SCHOOL ELITE SCHOOL 1 New Bristol (Military) Stratford (Liberal Arts) 2 Galway (Liberal Arts) Wexford (Business) 3 IIT (Science) Serenity’s (Law) 4 Langfrey (Business) Cardinal’s (Medical) 5 Hampshire (Law) Paxton (Military) 6 Mercy (Medical) Babbage (Science) Imperial Characters 29
PALADINE FAMILY: Roll 1d20 on the following table. D20 ROLL FAMILY 1-12 Paladine (Core Family) 13-20 Affiliated Family SOCIAL STANDING: Paladine 6, Affiliated Family 3. EARNINGS RATING: Paladine 5, Affiliated Family 2. ATTRIBUTE BONUSES: Awareness, Intelligence, Personality. SKILLS: Education, Lifestyle, Persuade. TRAPPINGS: icon of the Brotherhood, the business cards of four different reporters, newspaper subscription, ornamental map of Victoria, a picture or video commemorating your grandfather meeting someone important. EDUCATION: Roll 1d6 on the following table to determine a character’s Education. FAMILY BUSINESS: Media or Corporate Executive. SPECIAL NOTES: Only members of Clan Paladine can join the Blue Berets clan regiment. Members of Clan Paladine gain one bonus Momentum on Persuade tests when dealing with the Brotherhood. PALADINE ADOLESCENCE EVENTS TABLE D6 ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 1 Military Heritage: You come from a long line of high-ranking military officers. Never Give Up You gain a single favour from a high-ranking member of the Ministry of War. 2-3 Nepotism: Your parents’ influence got you internships as a child and promotions in adult life. Won’t Take No For An Answer Increase your Earnings Rating by one. 4 Sharp Eyes: Your attention to detail is staggering, though you sometimes miss the obvious details when you look too closely. Nosey You may re-roll 1d20 on any Observation test, but increase your Repercussion range on Observation tests by one. 5 An Honest Face: People feel they can trust you. Unthreatening Gain one bonus Momentum on Persuade tests when dealing with those friendly to you, but increase the difficulty of Persuade tests by one step when dealing with those who dislike you. 6 Slick Talker: You are a silver-tongued devil, able to convince others of almost anything, but your sly manner makes you ill-suited to wielding authority. Talkative Gain one bonus Momentum on all Persuade tests, but increase the difficulty of Command tests by one step. PALADINE EDUCATION TABLE D6 ROLL EDUCATION 1 Roll on Standard School Column 2 Roll on Standard School Column 3 Roll on Standard School Column 4 Roll on Elite School Column 5 Roll on Elite School Column 6 Choose One D6 ROLL STANDARD SCHOOL ELITE SCHOOL 1 New Bristol (Military) Stratford (Liberal Arts) 2 Galway (Liberal Arts) Wexford (Business) 3 IIT (Science) Serenity’s (Law) 4 Langfrey (Business) Cardinal’s (Medical) 5 Hampshire (Law) Paxton (Military) 6 Mercy (Medical) Babbage (Science) CHAPTER 02 30
SMYTHE Due to the traditionally close ties between Clan Axelthorpe and Clan Smythe, the two clans use the same rules when generating characters: their scions attend the same schools, they follow the same trades, and they are united in business to the point where the two are virtually indistinguishable but for their heraldry and livery. In all ways, a Clan Smythe character is identical to a Clan Axelthorpe one (see page 13), though a roll of 1-7 on the Family Table results in the character being from Clan Smythe rather than Clan Axelthorpe. DECISION FIVE, EDUCATION As already noted, Imperial has a distinct and specific tradition of schooling. Youths begin in fundamental schooling: public schools for the masses, private boarding schools for the middle and upper classes. At the age of fourteen, they progress to one of a small number of prestigious colleges. The exception to this are those who are taught by the Brotherhood instead. Those who follow this path receive preparatory training at the Sacred Chapel on Victoria. Those who are apprenticed to the Brotherhood soon after travel to one of the cathedrals for further study, leaving those who remain to continue their education within the Sacred Chapel’s academy. Imperial schools come in six broad categories, and they are divided into two qualities of education. The categories are Business, Law, Liberal Arts, Medical, Military, and Science, while the qualities are Standard and Elite. The majority of Imperial youths attend one of twelve schools – one for each combination of category and quality – though some clans, most notably Clan Bartholomew, maintain their own schools that provide essentially the same experience. Some of the schools in this section did not exist in the Dark Symmetry era. However, regardless of the era, schools of each category and quality will exist – it’s simply a matter of coming up with a different name. These education options provide the same range of benefits as those listed in the Mutant Chronicles core book, but are available exclusively to Imperial characters. LIBERAL ARTS SCHOOLS While a liberal arts school gives a student a well-rounded education, it fails to specialise in any one area. This can hurt when it comes to looking for a job, as most employers are looking for someone with skills in a particular field. Thus, liberal arts degrees are in lesser demand than most other degrees. GALWAY (STANDARD) According to some – most notably Stratford alumni – Galway’s school motto is “We aren’t picky”. In a very real sense, this is true: SOCIAL STANDING TABLE SOCIAL STANDING APPAREL LODGINGS (URBAN) LODGINGS (RURAL) LODGINGS (ASTEROID) 1 Basic, threadbare, and dirty clothing. A single room with no view in a dilapidated tenement in the worst part of the city. A crumbling single-room shack or hovel. A bunk and a footlocker in a worker’s dormitory. 2 Basic, patched, and mended second-hand clothing. A single room with no view in an overcrowded employee boarding house. A room in a shared house in a town or village. A cabin shared with a worker on a different shift. 3 Basic, well-worn clothing, some of which is new. A small suburban apartment in a quiet part of the city. A small house in a worker’s housing estate. A private cabin. 4 A modest wardrobe of respectable clothing. A small apartment in the centre of a city. A small farm, complete with two-storey farmhouse. A cabin suite, centred around a large stateroom. 5 A large wardrobe of stylish, fashionable clothing. A large apartment in an exclusive tenement in the centre of a city. A modest estate, complete with farmland. An estate on a small private asteroid near to the clan’s home. 6 An extensive wardrobe of bespoke, ultra-fashionable clothing. A lavish apartment in the most exclusive complex in the most expensive part of a city. A large, palatial estate. An estate on a large private asteroid near to the clan’s home. Imperial Characters 31
Galway is required by law to accept any Imperial citizen who wishes to enrol. While this means that many of its students are those who were not accepted anywhere else, it also means that Galway has the single largest student body of any Imperial school. STRENGTH PHYSIQUE AGILITY AWARENESS 1 0 1 2 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 1 2 0 2 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Education, Lifestyle, Observation, Athletics, Persuade. Elective Skills: Willpower, Mechanics, Pilot. Talents: Select one talent from any of your Mandatory Skills. Career: Any from Table A. Equipment: One suit of corporate quality clothing. STRATFORD (ELITE) Of Imperial’s two universal liberal arts schools, Stratford University is by far the better, and it is the oldest of all Imperial schools. The humanities are heavily favoured at Stratford, as are the performing arts. Its acting troupes consistently put on award-winning productions of both classic and modern plays. If being cultured is important to you, then Stratford is the place to be. STRENGTH PHYSIQUE AGILITY AWARENESS 0 1 1 2 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 1 2 0 3 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Education, Lifestyle, Observation, Persuade, Insight. Elective Skills: Linguistics, Mechanics, Pilot. Talents: Select one talent from any of your Mandatory Skills. Career: Any from Table C. Equipment: Media kit. BUSINESS SCHOOLS As one of the largest economic entities on the solar system, you can be certain that Imperial boasts some of the finest business schools. Teaching the intricacies of finance, management, and corporate politics, these schools are vital to the future of the Imperial corporation. LANGFREY (STANDARD) Located on Luna, Langfrey is one of the few Imperial schools that accepts foreign students (albeit very rarely), meaning that its influence can be felt across the solar system. Langfrey is an excellent school, and one with alumni spread far and wide, though it struggles to compare to the other Imperial business school in the eyes of most Imperials. STRENGTH PHYSIQUE AGILITY AWARENESS 0 0 1 2 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 1 2 1 2 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Education, Lifestyle, Observation, Willpower, Persuade. Elective Skills: Command, Thievery, Stealth. Talents: Select one talent from any of your Mandatory Skills or Command. Career: Corporate Worker. Equipment: Good quality smart business attire. Special: Non-Imperial characters may enter Langfrey as their Education by paying one Life Point; it cannot be rolled randomly. WEXFORD (ELITE) If you have sufficient wealth, connections, or proven talent, then you can make it at Wexford. Growing out of Stratford University, the Wexford School of Business is the foremost way to make it in finance or economics. A degree from Wexford is sufficient to set a person up for life. More than eighty percent of the staff of Smythe, Smythe & Axelthorpe, including the entire board of directors, are Wexford alumni. It is reckoned that the majority of major business deals in Imperial are done through connections forged amongst graduates of this prestigious school. STRENGTH PHYSIQUE AGILITY AWARENESS 0 0 1 2 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 1 3 1 2 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Education, Lifestyle, Willpower, Persuade, Command. Elective Skills: Insight, Linguistics, Observation. Talents: Select one talent from any of your Mandatory Skills or Observation. Career: Corporate Executive. Equipment: One set of corporate quality business attire, one set of fashionable clothing. LAW SCHOOLS Given the structure of Imperial, the law within the corporation is a convoluted mass of precedents and agreements, driven more by five dozen sets of competing clan traditions than by a formal legal code. Imperial law students are taught to navigate this complex web of statutes, declarations, and edicts, as well as in the arts of oratory and rhetoric to ensure that they can argue their position effectively. CHAPTER 02 32
HAMPSHIRE (STANDARD) Focussed primarily on internal and clan law, Hampshire College educates the majority of Imperial’s barristers and solicitors – the two main forms of lawyer within the Imperial legal system – as well as those who need a solid understanding of Imperial law for other professional reasons. STRENGTH PHYSIQUE AGILITY AWARENESS 0 0 1 2 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 1 2 1 2 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Education, Observation, Insight, Persuade, Thievery. Elective Skills: Lifestyle, Linguistics, Command. Talents: Select one talent from any of your Mandatory Skills. Career: Corporate Worker or Academic. Equipment: One set of corporate-quality clothing. SERENITY’S (ELITE) Founded by Michael Murdoch, Imperial’s first High Serene Leader, Serenity’s School of Law has a strong reputation for producing some of the finest political minds in the solar system. As Imperial business practices are often regarded as controversial by the other corporations, a graduate of Serenity’s has a firm grounding not only in Imperial law, but also in the laws of the Cartel and other corporations. These graduates often find themselves working for the Cartel, or serving as intercorporate liaisons or diplomats, rather than engaged in the matters of civil or criminal law. STRENGTH PHYSIQUE AGILITY AWARENESS 0 0 1 2 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 1 2 1 3 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Education, Persuade, Willpower, Insight, Observation. Elective Skills: Lifestyle, Command, Linguistics. Talents: Select one talent from any of your Mandatory Skills or Lifestyle. Career: Academic or Corporate Executive. Equipment: One set of corporate quality business attire, one set of fashionable clothing. MEDICAL SCHOOLS Founded with support from the Brotherhood, Imperial’s medical schools are excellent institutions with long histories of producing skilled doctors and devising new treatments for the range of plagues and maladies that the Dark Soul unleashes upon mankind. MERCY (STANDARD) For countless generations, Clan Finn has been running Mercy Medical School and training doctors from all walks of life. While its founder, Martha Finn, was a prominent woman who brought her family into the Imperial fold, she was also a devout follower of the Brotherhood, who felt a need to provide doctors for a civilisation so threatened by the malign influence of Darkness. STRENGTH PHYSIQUE AGILITY AWARENESS 1 1 0 1 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 1 2 1 2 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Education, Treatment, Persuade, Observation, Willpower. Elective Skills: Medicine, Psychotherapy, Insight. Talents: Select one talent from any of your Mandatory Skills. Career: Medical. Equipment: Basic medkit. CARDINAL’S (ELITE) Established by Cardinal Toth Alexander VIII for the citizens of Imperial, Cardinal’s Medical School is the more prestigious of Imperial’s medical schools, though this is more of a technicality. Certainly, Cardinal’s graduates are more technically accomplished, but their training is focussed far more on research and study than on care. Amongst other things, this means that their bedside manner leaves something to be desired. However, as part of a Brotherhood edict, Cardinal’s has limited access to information about the Dark Legion, allowing its students and researchers to study the influence of the Darkness and its plagues upon body and mind. STRENGTH PHYSIQUE AGILITY AWARENESS 0 0 1 2 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 1 3 2 1 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Education, Sciences, Treatment, Observation, Willpower. Elective Skills: Medicine, Psychotherapy, Mysticism. Talents: Select one talent from any of your Mandatory Skills or Medicine. Career: Academic or Medical. Equipment: Advanced medkit or laboratory, personal. MILITARY SCHOOLS The militant traditions of Imperial mean that many clans maintain their own small academies for the purposes of training their Imperial Characters 33
individual regiments. However, almost every career soldier in Imperial studied at one of the two main military schools. NEW BRISTOL (STANDARD) The primary defence school of the Ministry of War, the overwhelming majority of New Bristol graduates enter the defence forces upon finishing their studies. New Bristol is a vast school, as is only fitting for a school that serves the Imperial need for a large military. STRENGTH PHYSIQUE AGILITY AWARENESS 2 2 1 0 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 1 0 2 1 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Education, Close Combat, Observation, Acrobatics, Athletics. Elective Skills: Ranged Weapons, Willpower, Resistance. Talents: Select one talent from any of your Mandatory Skills or Ranged Weapons. Career: Military. Equipment: Pair of light military shoulder pads, one corporate quality dress military uniform. PAXTON (ELITE) Paxton is a school for the elite. Almost every member of any of Imperial’s special forces, and a significant proportion of all Imperial military officers, are trained there, either during their youth, or for additional training as an adult. At Paxton, students are taught every way there is to defeat every foe that Imperial has ever faced. STRENGTH PHYSIQUE AGILITY AWARENESS 2 1 1 0 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 2 0 1 3 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Athletics, Education, Observation, Persuade, Willpower. Elective Skills: Close Combat, Command, Ranged Weapons. Talents: Select one talent from any of your Mandatory or Elective Skills. Career: Military. Equipment: Pair of light military shoulder pads, one military dress uniform, Lyon & Atkinson PSA Mk. XIV ‘Aggressor’ handgun. SCIENCE SCHOOLS Although Imperial’s approach to science and technology can usually be described as utilitarian in nature, it does maintain two excellent schools dedicated both to research and the education of up-andcoming scientists. The differences between the two schools are quite significant. IIT (STANDARD) The Imperial Institute of Technology focuses primarily on teaching engineers and practical scientists to turn theories and speculation in to something that is useful to humans. IIT consistently produces Imperial’s best engineers and technicians, sufficient to rival those of any other corporation barring Cybertronic. STRENGTH PHYSIQUE AGILITY AWARENESS 1 1 0 1 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 2 3 0 1 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Education, Mechanics, Sciences, Lifestyle, Observation. Elective Skills: Space, Pilot, Survival. Talents: Select one talent from any of your Mandatory Skills, Pilot or Space. Career: Ship Crew, Technical. Equipment: Basic scientific kit or basic tool kit. BABBAGE (ELITE) Babbage College is the stereotype of an ivory tower, right down to the alabaster walls that surround this scientific retreat deep within the asteroid belt. The men and women who attend this institution are almost entirely isolated from the real world, and have little opportunity to make contact with the rest of the solar system – not that they would want to. Purity of thought – insofar as it concerns the pursuit of scientific and technological progress, while remaining within the edicts of the Brotherhood – reigns supreme at Babbage, and all else is considered secondary. STRENGTH PHYSIQUE AGILITY AWARENESS 0 1 1 2 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 2 3 1 0 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Education, Observation, Mechanics, Sciences, Treatment. Elective Skills: Space, Linguistics, Pilot. Talents: Select one talent from any of your Mandatory Skills. Career: Academic or Technical. Equipment: Mechanics tool kit or laboratory, personal. ADOLESCENT EVENT TABLE Once you have determined your education, roll 2d20 and add the results together to see what has affected your upbringing on the modified Imperial Adolescent Event Table. CHAPTER 02 34
ADOLESCENT EVENT TABLE ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 2 Disowned: You, or a member of your immediate family, stand accused of a horrific crime against your clan. Whether true or not, your family’s name is tarnished. Shunned Reduce Social Standing to 1. 3 Genetic Defect: For whatever reason, your genes have produced a bizarre quirk that marks you out as different. Freak What strange little thing can you do? It should not provide any skill benefit. The defect increases the difficulty of Command, Lifestyle, and Persuade tests amongst people who have seen your bizarre quirk. See the Mutants & Heretics book for expanded rules. 4 Disabled: You had a terrible childhood accident. Disabled All movement related skill tests are one difficulty level harder, but you have gained a strong will. All Mental Strength tests are one difficulty lower (minimum 1). 5 Diseased: A childhood illness forever plagues you. Sickly The illness is treatable, but incurable. Each day, you require one dose of medicine (Restriction 1, Cost 4) or you have one fewer Serious Wound box and one fewer Critical Wound box than normal that day. 6 Switched at Birth: Although born to the core family of your clan, you were exchanged at birth for the child of an affiliated family. Unknown Legacy If you are already a member of your clan’s core family, then you have been raised amongst an affiliated family instead – reduce your Social Standing and Earnings Rating to that of an unnamed affiliated family. If you were not already a member of your clan’s core family, then it turns out you actually are. Either way, you do not know your true heritage. Should it be discovered and proven, your Social Standing and Earnings increase to a minimum of those for your clan’s Core Family. 7 Serious Crime Committed: Guilty or not, you are implicated and convicted of a serious crime. Criminal Record Spend 1d6 years in juvenile detention before starting your first career. Gain a Criminal Record (see Page 49 of the Mutant Chronicles core book) 8 Minor Crime Committed: You messed up and are convicted of a minor crime. Criminal Record Spend one year in juvenile detention before starting your first career. Gain a Criminal Record (see Page 49 of the Mutant Chronicles core book). 9 Criminal in the Family: A close relative is in prison during your childhood, giving you a glimpse of the criminal world. Connected to Criminals You may freely choose the Criminal Primary Career. You are often a suspect in police enquiries, and all Persuade tests made with security or law enforcement are one step more difficult. However, you gain your criminal relative as an ally. 10 A Lot of Fights: Violence is a universal language, and you are fluent in it. You know that most fights are won before the other side knows it has even started. Bully or Doesn’t Like Bullies During the first round of a combat, so long as the enemy does not have surprise, you may take an Exploit Weakness action as a Restricted Action. 11 Allergic Reaction: Your body is intolerant of a number of chemical substances. Industrial Hay Fever All Resistance tests for artificial substances are increased by one level of difficulty. Coagulant provides no bonuses to Treatment or Medicine tests when used on you. Imperial Characters 35
ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 12 Orphaned: Your parents died in a mysterious accident, and you were sent to an orphanage. All By Yourself Reduce your Social Standing by one, to a minimum of zero (or to a minimum of 2 if you are from a Core Family). You gain 1d6 assets when you turn 20, from an estate left to you. 13-20 Roll on your Clan’s Adolescent Event Table 21 Gifted Student: Your talent at your studies have brought you to the attention of a leading academic. The Jealousy of Others You gain an ally in the form of a leading academic in a particular field you excel at, and may freely choose the Academic Primary Career. However, you also gain a rival in the form of someone jealous of your accomplishments. 22 Revealed a Traitor: Your actions – deliberately or inadvertently – revealed a traitor, or the plans of another faction. An Enemy’s Revenge Randomly determine a faction to be the one behind the traitor’s activities. Gain someone in that faction as an enemy. Your success means you get better job opportunities than most, increasing your Earnings Rating by one. 23 Superb Senses: You have got extremely sharp senses, and have a knack for spotting trouble. Cautious When determining surprise at the start of a combat, you may re-roll 1d20 on your Observation test. 24 Strong-Willed: Unending disputes with your parents, employers, or your customers have hardened your determination. Stubborn to a Fault You may re-roll 1d20 on any Willpower test. 25 Obsessive Fan: You know way too much about something. Obsessive Gain one Momentum on Education tests to know things about your obsessive topic. 26 Grass: You helped solve a serious crime. You have a contact in the Gendarmerie Snitch If you ever gain a Criminal Record, you may reduce your Earnings Rating by one to remove it. Social tests with this contact are one difficulty level lower. 27 Contact Within Another Clan: A friend at school has influence within his own clan. You kept in touch. Social Butterfly You have a contact within the core family of another clan. Roll on the Clan Table to determine which. Any result of your own clan indicates that the contact is in another family within the clan. 28 Contact Within The Brotherhood: An old friend of yours joined the Brotherhood. You have endeavoured to stay in contact. Pious You have a contact within the Brotherhood. Roll 1d6 to determine which Directorate the contact is in: 1 – Mystics, 2 – Inquisition, 3-4 – The Mission, 5-6 – The Administration. 29 Contact Within Another Corporation: You made a friend from another corporation when you were younger. Well-Travelled You have a contact within a random corporation. Roll on the Heritage Table to determine which corporation, rerolling results of Imperial and Cybertronic. 30 Inheritance: A relative leaves you money in their will. Annoying Family Gain 1d6 assets at age 20, as long as you do not get a Criminal Record before then. 31 Friends in Low Places: You spent a lot of time with the wrong people, either due to a rebellious streak or circumstances at home; or you could simply not have had a lot of options. Your friends taught you how to survive on the street, how to steal, beg, rob, or other “useful life lessons”. You may or may not have cut your ties with your old associates, but they surely remember you. Even if they do not, the law certainly does. Bad Company You are comfortable around low-lifes and know how to communicate with them. Gain a free Momentum on successful Social tests with criminals, gang members, or people with Social Status 0 or 1. Alternatively, gain a criminal contact. CHAPTER 02 36
ROLL ADOLESCENT EVENT SUGGESTED CHARACTER TRAITS OPTIONAL EFFECTS 32 Top Of Your Class: You were highly proficient in your studies, which makes you highly desirable by employers. Egotistical You may roll twice when determining your Primary Career and choose either of the two results. If you are using entirely point-buy character creation (no random rolls whatsoever), you may reduce the Life point cost of your first career by one, to a minimum of zero. 33 Addiction: There is something you cannot get enough of. What is it? You will take risks to satisfy your craving. Addict Availability tests for procuring your addiction are Difficulty 1. 34 Foil a Plot: You managed to prevent harm coming to your clan. Noteworthy Raise your Social Standing by one. 35 Influential Godparent: Your godparent has connections everywhere, and they are willing to use them on your behalf. Name-Dropping You may roll twice when determining your Primary Career and choose one of the results. If you are using entirely point-buy character creation (no random rolls whatsoever), you may reduce the Life point cost of your first career by one, to a minimum of zero. Further, because you get a better job than most, increase your Earnings Rating by one. 36 Heir Apparent: You are named the heir to your family, once the current head of the family dies. This is a lot of responsibility for someone so young, but you need to prepare for your ascension. Weight of Responsibility Your Social Standing increases by one, and once the current head of the family dies, you increase your Earnings Rating by one as well, as you take control of the family’s concerns. However, you also become the primary target of the family’s enemies, and decisions about the family fall to you. 37 Experimental Subject: You volunteered for a complex medical experiment that you do not entirely understand. As a result, you can do something strange, but you are sworn to secrecy about it. Mutant Pick the top talent of any skill tree. You can pay a Chronicle point to use this ability; however you take a D2 mental assault afterwards from the pain it causes. Describe how the experiment allows you to do this. See the Mutants & Heretics book for expanded rules. 38 Lottery Win: You won a massive prize, sufficient to make you independently wealthy. Money Solves All Problems Increase your Earnings Rating by two, and gain ten additional assets. You also gain the attention of distant relatives who only show up to borrow money. 39 Hardened by the Frontier: A life in the colonies can be hard, and you had the worst of it where you came from. The punishing life or training has given you a strong body. Unsympathetic to the weak Take your wounds from the next best row in the wounds table. 40 Mutation: You are changing, you can feel it. There has been something going on inside your body since you were a kid; you have these odd dreams, and you’re afraid people will think you are corrupted or something. What one thing about you is different from other people that you have to hide? Mutant Pick the top talent of any skill tree. You can pay a Chronicle point to use this ability. Describe how your mutant heritage allows you to do this. See the Mutants & Heretics handbook for expanded rules. Imperial Characters 37
DECISION SIX, PRIMARY CAREER For the most part, Imperial characters use the same primary careers as everyone else, and determine their primary career in the same way – rolling or choosing from the tables on page 50 of the Mutant Chronicles core book, with the option of replacing that result with a free career option from the character’s Education. This section provides alternative Primary Careers for the Military and Academic options, as well as an additional effect for characters who take the Unemployed option. UNEMPLOYED Unemployed Imperial characters subsist on the ‘Dole’, a fortnightly pittance to pay for food and lodgings. It is a thoroughly undignified way to live, but it is a life that millions of people endure. An Imperial character who enters the Unemployed career reduces his Social Standing by one. The career is otherwise entirely unchanged in all regards. MILITARY Imperial’s business is business, but that business is frequently a hostile one. The combined armed forces of all of Imperial – the defence forces under the Ministry of War, the Wolfbanes, and the individual clan forces – are a matter of considerable pride for Imperial as a whole, and there are few people within the corporation who have not at some point aspired to be one of those glorious warriors. Any Imperial character who rolls or chooses Military on the primary career table, should roll on or choose from the the following table: D6 ROLL MILITARY CAREER 1 Military (Basic) 2 Military (Trencher) 3 Military (Reservist) 4 Military (Wolfbairn) 5 Military (Grey Ghost) 6 Military (Clan Regimental Brigade) MILITARY (BASIC) The majority of Imperial soldiers use the normal Military (Basic) career on page 52 the Mutant Chronicles core book. MILITARY (TRENCHER) Trenchers – officially called the Imperial Line Infantry – face some of the harshest and most extreme environments of any Imperial soldiers, and are thus some of the toughest and fiercest rank and file infantry of any corporation. Their lives are bleak, and often brief, and the conditions they face would shatter the minds of lesser men, even with the help of the narcotics they are supplied with to calm their nerves. STRENGTH PHYSIQUE AGILITY AWARENESS 2 3 1 1 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 2 0 2 0 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Resistance, Ranged Weapons, Willpower. Elective Skills: Close Combat, Heavy Weapons, Survival. Signature Skill: Resistance, Ranged Weapons, Willpower, Survival. Talents: Select one talent from Mandatory Skills. Equipment: Mk. I Light Personal Protection Suit, Lyon & Atkinson Mk. XIb ‘Invader’ battle rifle, bayonet, gas mask, fear suppressant drugs (three doses). Earnings Rating: 1 MILITARY (RESERVIST) Many Imperials choose to join the military on a part-time basis, before returning to their family’s business. This is regarded as a valuable compromise by some – military training breeds discipline and determination – but the soldiers it produces are seldom held in particularly high esteem. Local Defence Forces, or LDFs, established by individual communities are often the subject of mockery by professional soldiers, who claim that the acronym actually stands for “look, duck, and flee”. STRENGTH PHYSIQUE AGILITY AWARENESS 1 1 2 2 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 2 0 2 1 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Persuade, Ranged Weapons, Resistance. Elective Skills: Athletics, Close Combat, Lifestyle. Signature Skill: Athletics, Close Combat, Ranged Weapons, Resistance. Talents: Select one talent from Mandatory Skills. Equipment: Ballistic nylon military uniform, Lyon & Atkinson Mk. 43 ‘Intruder’ assault rifle, pair of medium military shoulder pads. Earnings Rating: 1 CHAPTER 02 38
MILITARY (WOLFBAIRN) The newest members of the Wolf Packs, these rebellious, vicious young recruits have decided to renounce clan ties and seek out a different life. They serve a tour of duty amongst the ‘cubs’ (as their betters call them), before being truly regarded as Wolfbanes. STRENGTH PHYSIQUE AGILITY AWARENESS 3 2 2 1 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 1 0 1 1 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Athletics, Close Combat, Stealth. Elective Skills: Acrobatics, Observation, Ranged Weapons. Signature Skill: Acrobatics, Athletics, Close Combat, Stealth. Talents: Select one talent from Mandatory Skills. Equipment: Mk. I Light Personal Protection Suit, Lyon & Atkinson PSA Mk. XIV ‘Aggressor’ handgun, Punisher shortsword, wolfpelt cloak. Earnings Rating: 2 Special: A character who has taken the Wolfbairn career is forever more a member of the Wolf Packs. He may enter the Wolfbane Commando Iconic Career, and has broken all ties with his clan and family. MILITARY (GREY GHOST) When recruits first join the Defence Forces, the most mechanically gifted are given an opportunity to serve in the Grey Ghosts. These specialised soldiers are skilled in urban warfare and combat engineering, and are scattered widely through other units. They are modest and focus entirely on getting the job done quickly and efficiently, without flash displays of prowess, which sets them apart from many units. STRENGTH PHYSIQUE AGILITY AWARENESS 1 1 2 2 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 2 2 0 1 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Mechanics, Ranged Weapons, Stealth. Elective Skills: Acrobatics, Close Combat, Persuade. Signature Skill: Mechanics, Ranged Weapons, Stealth, Acrobatics. Talents: Select one talent from Mandatory Skills. Equipment: Ballistic nylon clothing and light military shoulder pads, Lyon & Atkinson Mk XIV ‘Aggressor’ handgun, Fieldhausen Arms SR Mk XII ‘Assailant’ sniper rifle, climbing gear, advanced repair kit. Earnings Rating: 3 MILITARY (CLAN REGIMENTAL BRIGADE) Almost every clan maintains its own special forces, which are fielded to defend its own interests and acquire new properties. These forces are likely to see action against the Dark Legion, or other corporations, and are distinct from units like the Blood Berets and other regiments governed by the Ministry of War. While some amongst these forces are picked from existing defence forces troopers, others spend years in additional training within their clan’s regimental brigade before they take to the field. STRENGTH PHYSIQUE AGILITY AWARENESS 2 2 2 1 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 2 1 0 1 ATTRIBUTE IMPROVEMENTS Mandatory Skills: Close Combat, Ranged Weapons, Resistance. Elective Skills: Acrobatics, Athletics, Survival. Signature Skill: Athletics, Close Combat, Ranged Weapons, Resistance. Talents: Select one talent from Mandatory Skills. Equipment: Ballistic nylon military uniform, Lyon & Atkinson SMG Mk. III ‘Interceptor’, pair of medium military shoulder pads. Earnings Rating: 2 Special: The character may re-roll any d20s that do not generate a success when attempting to enter a special forces Iconic Career. ACADEMIC The Imperials take considerable pride in their traditions of academia, typified by their prestigious schools, in spite of the seeming dichotomy between the appearance of the restrained, dignified scholar and the grim, fearsome soldier. Any Imperial character who rolls or chooses Academic on the Primary Career Table should roll on the following table: D6 ROLL ACADEMIC CAREER 1-3 Academic (Researcher) 4-6 Academic (Solicitor) ACADEMIC (RESEARCHER) The majority of Imperial Academics use the normal Academic (Researcher) career on page 53 the Mutant Chronicles core book. ACADEMIC (SOLICITOR) A particular necessity when navigating the complex relationships between the clans, and between Imperial and its rival corporations, solicitors form the bulk of the practicing legal profession. Law firms consisting primarily of solicitors take clients of all sorts, providing advice and taking action on their clients’ behalf. The matter of standing in court before a judge is reserved for barristers, who are hired by law firms as required, though most barristers will have years of experience as a solicitor. Imperial Characters 39
Mandatory Skills: Education, Persuade, Willpower. Elective Skills: Education, Lifestyle, Linguistics. Signature Skill: Education, Persuade, Willpower, Lifestyle. Talents: Select one talent from Mandatory Skills. Equipment: Expensive business suit; personal library (Education). Earnings Rating: 3 IMPERIAL CAREER EVENTS After every Primary or Iconic Career phase, you must roll 2d20 to determine if there were any notable events. You may use a Life point to re-roll or, with GM approval, pick an event. If you extend your career you must roll again on the Career Events Table for each extension. If you roll the same event as a previous career event, simply re-roll. The Imperial Career Events Table replaces the Career Events Table found in the Mutant Chronicles core book for Imperial characters. DECISION SEVEN, ICONIC CAREER The following Iconic Careers are specific to Imperial characters, and represent particular elite groups and powerful organisations within the Imperial corporation. They function as all Iconic Careers do, though they are all restricted to Imperial characters. STRENGTH PHYSIQUE AGILITY AWARENESS 0 1 0 2 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 1 3 2 2 ATTRIBUTE IMPROVEMENTS CAREER EVENT TABLE ROLL CAREER EVENT GAME EFFECT 2 Traitor. You or your family are known traitors of the Imperial corporation. Why were you declared traitors? Are the allegations true? If not, how will you clear your name? Gain a Trait: Poor Reputation 3 Mining Accident. You were badly injured in a cave-in on a nameless Imperial mining asteroid, but narrowly survived with just a scar. What were you doing there and what happened? Gain a Trait: Ugly Old Scar 4 Suspected of Heresy. The Brotherhood has you marked as a potential Heretic, but despite several forceful interrogations has never been able to prove it. Instead it has to content itself with following your every move. How will you clear your name, and lose your Inquisitorial shadow? Gain a Trait: Inquisitorial Scrutiny 5 Major Clan Enemy. You have earned the enmity of one of the major clans. It has sworn vengeance on you as a matter of honour. Which clan was it and what did you do? You gain an enemy from one of the major clans. Roll on the Clan Table to determine which clan the enemy comes from; reroll any results of your own clan. 6 Insulted the Serenity. Meeting the Serenity is a great privilege, but your social faux pas made the papers when you accidentally – but very publically – snubbed the Serenity. Reduce your Social Standing by one. 7 Imperial Entanglements. ISC-6 Internal Revision pulled your life apart, believing you to be a double agent for another corporation. Are you? How are you going to clear your name? Due to official scrutiny, and the scandal associated with your name, you struggle to maintain your business. Reduce your Earnings Rating by one. 8 A question of legitimacy. Apparently your birth was the subject of quite some scandal. Perhaps you are a bastard offspring of a powerful noble, or a love child conceived in a foolish act of passion. Either way, this information has escaped and now you are tainted by the stigma. Reduce your Social Standing by one, but gain an ally in the Core Family of your own clan, in the form of an old friend who is still loyal to you. Preperation is everything. CHAPTER 02 40
ROLL 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 ROLL CAREER EVENT GAME EFFECT 9 Fired. You lost your job. What are you going to do about it? You are Fired (see page 57 of the Mutant Chronicles core book). 10 Manslaughter. Perhaps in the heat of the moment your gun went off, or your aim was poor, but whatever the cause the end result was the death of a friendly: an ally or an innocent bystander. The Court of Inquiry cleared you of all charges, but still the memory of that fatal incident haunts you. Gain a Trait: Haunted by a Mistake. 11 Wounded in the Line of Duty. You were badly wounded and spent several months recuperating. You still have the scars. What happened? Reduce your Serious Wounds by one. 12 Black outs. You are prone to blackouts of up to twenty four hours. When you awake, you have no knowledge of what you did during that period – but you are terrified it was something terrible. Your fears make you vulnerable to the Darkness, if you are not already tainted. Reduce your Corruption Soak by one. 13 Demoted. You made the wrong call or were the victim of politics, but whatever the reason you got demoted. How are you going to get your old rank back? Reduce your Social Standing and Earnings Rating by one. 14 Miner’s Lung. You have spent too much time around mines and have acquired a distinctive cough. Annoying, but rarely fatal. You are easily winded by physical exertion, and increase the Repercussion Range of Athletics tests by one step. 15 Angered a Minor Clan. You have earned the ire of a minor clan (Bruce, Hidalgo etc) and it is looking for ways to even the score – though it will have to be more covert as it lacks the resources of the big boys. Which clan did you anger, and how? Gain an enemy in a minor clan. 16 Run afoul of the DLA. You have been asking the right questions in the wrong places, and revealed a terrorist cell of the DLA working unseen within Imperial society. You were publically commended for your actions, but you have made an enemy of the DLA. How are you going to shake it? Increase your Social Standing by one, but gain an enemy in the DLA. 17 Only survivor of a crash. Your transport went down and you were the only one to survive, but now you are considered a jinx! Gain a Trait: Ill-Omened. 18 You suspect your boss of heresy. The signs are there if you know where to look, and you are sure he is a Heretic. But he is powerful and connected. What are you going to do? You have a pile of evidence that is priceless to the right people. If you choose to hand it over, the tip is worth twenty assets, but you are Fired (page 57 of the Mutant Chronicles core book) and gain your former boss as an enemy. 19 Shadowed. Someone is following you, but you do not know who or why. Your continual paranoia makes you particularly cautious; you may re-roll one d20 on Observation tests made to determine Surprise at the beginning of combat. 20 Blackballed by society. Your actions have been deemed questionable and society has collectively made the decision to give you the cold shoulder. Nothing overt, but restaurant bookings, theatre tickets, and party invitations are lost, cancelled, or simply ignored. How will you clear your name? Reduce your Social Standing by one, but your questionable acts increase your Earnings Rating by one. 21 Inherited an apartment in Fukido. It has great views and is far above what you could afford. Who left it to you and why? Gain a large apartment in an exclusive apartment complex in Fukido. 22 Friend of a Minor Clan. You have earned the gratitude of an entire minor clan (Bruce, Hidalgo, etc). It may not have broad power like the major clans, but it is still connected. What did you do to earn its gratitude? You gain an ally in a minor clan. 23 Honourable. You have earned a reputation as a person of honour. Your oaths are trusted and your word is respected, a precious commodity in these times. Increase your Social Standing by one. 24 Promoted. Your actions have not gone unnoticed and you have been promoted and commended for your performance. Increase your Earnings Rating by one. Imperial Characters 41
ROLL CAREER EVENT GAME EFFECT 25 Grendel Connection. You have a personal connection to Grendel Armaments that allows you get hold of weaponry normally restricted to people like you. Reduce the Restriction Rating of any Bartholomew & Grendel weapon by one. 26 ISC Contacts. You have developed contacts within the ISC and have acquired security clearance. What Department are your contacts in? You have an Ally in ISC, within a department chosen by the GM. 27 Hero of the Hour. It all happened so fast, one moment you were simply riding the transport like everyone else, the next you had defeated a hijacking attempt and subdued the hijacker. Truth is, you cannot remember what happened, but now you are a hero. Increase your Social Standing by one, but gain an enemy: the one person who knows what really happened. 28 Discretion. Your discretion has saved the reputation of several high ranking nobles, and now you have a book full of nobles who owe you legal or semi-legal favours. Roll 2d6 and pick the highest. You gain that many favours from members of major clans. Roll on the Clan Table for each favour to determine its source. 29 Friend in Major Clan. You have made a good friend of a minor noble in one of the major clans. You have an ally in a major clan. Roll on the Clan Table to determine where the ally is from. 30 Imperial Propaganda Star. You were chosen as the face of Imperial for a recent campaign and now you are famous, which is great unless you do not want to be constantly recognised! You are famous, and are likely to be noticed in the street. You gain one bonus Momentum on Persuade tests, but increase the difficulty of Stealth tests to disguise yourself. 31 Part owner of a spaceship. You have a minor stake in the ownership of a ship that lets you use it from time to time. What is it called and where is it berthed? As noted, you have access to a spaceship – a Loughton Lancelot. It may not always be available – it could be in use for other work – but if it is, it can be made ready for a voyage in four hours. 32 Lucky Find. You lucked upon a rare or unique item that had been lost. What is it? You have a single item worth fifteen assets. 33 Inheritor. A relative you never knew you had left everything to you in his will, and now you have inherited a modest fortune. Increase your Earnings Rating by one, and gain five assets. 34 Imperial Patronage. A major clan noble has taken a personal shine to you, and has become your patron and mentor. Do not disappoint him. You gain an ally in a major clan (roll on the Clan Table to determine which). 35 Political Marriage. You have married well and firmly established yourself as a member of the aristocracy. Which clan did you marry into? Choose or randomly determine another major clan. Increase your Social Standing to that of the clan’s core family, and gain an ally in that family. 36 Voice of the First Cardinal. You have started hearing the voice of the First Cardinal in your thoughts, guiding and advising you. Several times he has warned you of potential dangers. Why has the spirit of the First Cardinal chosen you? You may spend a Chronicle point to ask the GM a single question about the immediate threats present in a scene. The GM must answer honestly, though he may still be cryptic. 37 Friend of the Blood Berets. You are considered an honorary member of the Blood Berets and have the tattoo to prove it. You can call on their assistance Gain a high-ranking Blood Beret officer as an ally. 38 Your own asteroid. Somehow you have acquired your own private asteroid in the Asteroid Belt. Fully equipped with life support, this is an ideal base. You now own an estate in the Asteroid Belt, about ten hours’ voyage from Victoria. 39 Honour of the Clansmen. You single-handedly defeated a Dark Legion attack and were made an honorary Wolfbane (unless already a Wolfbane). You have made a friend of Sean Gallagher. The Wolfbanes will come if you call them, but only once. You gain a single favour from Sean Gallagher, which can be anything, but can only be called upon once. 40 Order of the Serene Cross. You have earned the highest medal awarded to Imperial Citizens in recognition of outstanding gallantry and selfless heroism. You are a true hero, and the award comes with the title of Marquis and an estate on Victoria. How did you win it? Increase your Social Standing to 6, increase your Earnings Rating by one, and gain a luxurious estate on Victoria. However, you also gain 1d6+1 enemies in other clans, as your status is quickly accompanied by the inevitable envious rivals. CHAPTER 02 42
BARRISTER While solicitors represent the bulk of the legal profession within Imperial, barristers are the most iconic and visible part of it. Their ceremonial garb and skill at oratory makes them an extremely distinctive part of the Imperial legal system, and their involvement in important matters – often ones of life and death for their clients – means they frequently get involved in all manner of activities. Prerequisites: Imperial, Must have a Law education, Education Expertise 2, Persuade Expertise 2. Difficulty: 2 Mandatory Skills: Education, Observation, Persuade. Elective Skills: Insight, Lifestyle, Linguistics. Signature Skill: Education, Observation, Insight, Persuade. Talents: Two talents from Education, Observation, Persuade, Insight, or Lifestyle. Equipment: Formal robes, high-quality formal clothing. Earnings Rating: 4 Special: Barristers may prosecute or defend a client at trial within Imperial territories. CIVIL SERVANT While parliament and the Serenity are the official leaders of Imperial, and the major clans shape the businesses that allow Imperial to thrive, it is the labyrinthine bureaucracy of Imperial – sometimes dubbed the ‘civil service’ – that keeps the gears turning. The men and women within this monolithic cross-clan organisation must be experts at the subtleties of politics if they wish to see their agendas and their projects flourish, and they must be ruthless if they wish to thrive in the face of rivals and enemies. Prerequisites: Imperial, Education Expertise 2, Lifestyle Expertise 1. Difficulty: 1 Mandatory Skills: Education, Lifestyle, Observation. Elective Skills: Command, Education, Persuade. Signature Skill: Education, Lifestyle, Observation. Talents: One talent from Education, Lifestyle, or Observation. Equipment: High-quality formal clothing. Earnings Rating: 3 Special: When attempting to hire a retainer or assistant, reduce the difficulty of the Lifestyle test by one. Imperial Characters 43
STORMTRENCHER The Ministry of War’s shock infantry are known as Stormtrenchers. Each one is a veteran of the defence forces, given additional training to breach enemy fortifications and defensive lines. They are extremely aggressive, dropping behind enemy lines from Doomlord gunships, causing massive disruption that can readily be exploited by other Imperial forces. Prerequisites: Imperial, Military primary career. Difficulty: 2 Mandatory Skills: Close Combat, Ranged Weapons, Survival. Elective Skills: Acrobatics, Resistance, Willpower. Signature Skill: Acrobatics, Close Combat, Ranged Weapons, Survival. Talents: Two talents from Acrobatics, Close Combat, Ranged Weapons, or Survival. Equipment: Mk. II Medium Combat Armour, Bartholomew & Grendel Mk. XIV ‘Mandible’ shotgun, Jet-Chute. Earnings Rating: 2 COLLEGE PHYSICIAN The professional body governing the practice of medicine is the Serene College of Physicians, which has offices in every major hospital in Imperial territory, as well as both the Cardinal’s and Mercy medical schools. Members are permitted to append their name with MSCP (Member of the Serene College of Physicians). College Physicians – properly Fellows of the Serene College of Physicians (FSCP) – are elected from amongst the College’s most illustrious and skilled members, and are highly sought after. Prerequisites: Imperial, Medical education, Medical primary career, Medicine Expertise 2. Difficulty: 2 Mandatory Skills: Education, Medicine, Treatment. Elective Skills: Persuade, Psychotherapy, Sciences. Signature Skill: Medicine, Psychotherapy, Sciences, Treatment. Talents: Two talents from Medicine, Psychotherapy, or Treatment. Equipment: Paramedic medkit, tailored lab coat, access to academic library (Medicine). Earnings Rating: 5 CHAPTER 02 44
ENTREPRENEUR An entrepreneurial spirit can be found at all levels of Imperial; indeed, the corporation would not exist without it. To this day, entrepreneurs can be found in every clan, driving family businesses in new directions and expanding Imperial’s prosperity to cover new fields. Prerequisites: Imperial, Business education, Lifestyle Expertise 2. Difficulty: 1 Mandatory Skills: Education, Lifestyle, Persuade. Elective Skills: As Elective Skills from character’s school. Signature Skill: Education or Lifestyle. Talents: One talent from any tree. Equipment: Twenty assets, expensive formal clothing. Earnings Rating: 3 FREE TRADER Free traders ply the routes between Imperial settlements amongst the Asteroid Belt and the inner planets, taking on whatever work they can find. They carry cargo (legal or otherwise) or passengers for a price. Free traders operate between the clans, and have considerable freedom to pursue whatever business opportunities they can obtain. Prerequisites: Imperial, Pilot Expertise 1, Space Expertise 1. Difficulty: 3 Mandatory Skills: Lifestyle, Space, Vacuum. Elective Skills: Survival, Persuade, Pilot. Signature Skill: Lifestyle, Space, Persuade, Vacuum. Talents: One talent from Lifestyle, Space, or Vacuum. Equipment: Loughton Lyonesse spaceship, vac suit, trader’s licence. Earnings Rating: 3 Imperial Characters 45
ISC SPECIAL AGENT The agents of the Imperial Security Command are a diverse, pragmatic lot, their exploits the stuff of trashy spy thrillers. The truth is both less glamorous and more sinister than the dramatisation, and ISC Special Agents are all skilled operators who do not hesitate to act for the betterment of Imperial. Prerequisites: Imperial, Police or Intelligence career, Observation Expertise 2. Difficulty: 2 Mandatory Skills: Observation, Stealth, Thievery. Elective Skills: Close Combat, Insight, Willpower. Signature Skill: Observation, Close Combat, Stealth, Thievery. Talents: Two talents from Close Combat, Observation, Stealth, or Thievery. Equipment: Sword-Cane, corporate-quality nondescript business suit, notebook, briefcase, Mk. I Light Personal Protection Suit. Earnings Rating: 3 NAVVY Professional skilled labourers, organised work-crews of Navvies are recruited for new industrial projects across Imperial territory. They pay is decent, and there is always work that needs doing somewhere, meaning that a navvy can be found almost anywhere where the Imperial banner flies. Prerequisites: Imperial, Mechanics Expertise 1, Survival Expertise 1. Difficulty: 1 Mandatory Skills: Athletics, Mechanics, Close Combat. Elective Skills: Survival, Unarmed Combat, Vacuum. Signature Skill: Athletics, Mechanics, Survival, Vacuum. Talents: One talent from Mechanics, Survival, Unarmed Combat, or Vacuum. Equipment: Vac suit, Advanced repair kit. Earnings Rating: 2 CHAPTER 02 46
YARD DETECTIVE (SUIT) Skilled investigators and determined enforcers of the law, ‘Suits’ are unassuming, persuasive, and cunning, resorting to violence only when no other option exists. Prerequisites: Imperial, Police Primary Career. Difficulty: 1 Mandatory Skills: Education, Observation, Persuade. Elective Skills: Insight, Stealth, Willpower. Signature Skill: Education, Observation, Persuade, Willpower. Talents: One talent from Observation, Persuade, or Willpower. Equipment: Lockley Armaments .45 ‘Serenity’ pistol, corporatequality suit, ballistic nylon trenchcoat, light civilian shoulder pads, cell phone. Earnings Rating: 3 YARD DETECTIVE (BRUTE) Brutes are big, tough policemen, who are effective more through intimidation than through investigation. They are aggressive, ruthless, and often ‘dirty’, relying on an understanding of the criminal element and a heavy hand to keep things manageable. Prerequisites: Imperial, Police Primary Career. Difficulty: 1 Mandatory Skills: Close Combat, Unarmed Combat, Persuade. Elective Skills: Observation, Ranged Weapons, Thievery. Signature Skill: Education, Observation, Persuade, Stealth. Talents: One talent from Observation, Persuade, or Stealth. Equipment: Bartholomew & Grendel Mk. IX ‘Diemansland’ shotgun, bulletproof vest, heavy civilian shoulder pads, brass knuckles, nonImperial pistol (illegal). Earnings Rating: 3 Imperial Characters 47
CLAN SPECIAL FORCES The majority of major clans maintain their own special forces regiments, each of which has a long and illustrious history. The following entry provides a basic template for all the clan special forces. The Clan Special Forces Table lists the differences for each regiment: Skills, Talents, and Equipment. Prerequisites: Imperial, Military Primary Career, relevant clan membership. Difficulty: 2 Mandatory Skills: See Clan Special Forces Table. Elective Skills: See Clan Special Forces Table. Signature Skill: See Clan Special Forces Table. Talents: Two talents from Clan Special Forces Table. Equipment: Mk. III Heavy Combat Armour, plus see Clan Special Forces Table. Earnings Rating: 3 WOLFBANE COMMANDO Commandos make up the bulk of Wolf Pack forces, forming a versatile core of formidable warriors around which other Wolf Pack units operate. Once a Wolfbairn has marked himself out amongst his pack mates, he receives a final initiation overseen by a Brotherhood Inquisitor, and is gifted his very own rune-etched claymore. Now a true Wolfbane, he may join a pack and fight amongst his new brothers. Prerequisites: Imperial, Wolfbairn Primary Career. Difficulty: 1 Mandatory Skills: Athletics, Close Combat, Stealth. Elective Skills: Acrobatics, Observation, Ranged Weapons. Signature Skill: Acrobatics, Athletics, Close Combat, Stealth. Talents: One talent from Acrobatics, Close Combat, Observation, or Stealth. Equipment: Mk. III Heavy Combat Armour, Lyon & Atkinson PSA Mk. XIV ‘Aggressor’ pistol, Clansman claymore Earnings Rating: 3 CHAPTER 02 48
CLAN SPECIAL FORCES TABLE REGIMENT NAME CLAN MANDATORY SKILLS ELECTIVE SKILLS SIGNATURE SKILL & TALENTS EQUIPMENT Bad Samaritans Finn Athletics Close Combat Willpower Resistance Stealth Treatment Athletics Close Combat Stealth Willpower Clan Claymore Lyon & Atkinson PSA Mk. XIV ‘Aggressor’ pistol Black Berets Morgan Close Combat Stealth Willpower Acrobatics Ranged Weapons Mysticism Acrobatics Close Combat Stealth Willpower Lyon & Atkinson SMG Mk. III ‘Interceptor’ Chainsword Blue Berets Paladine Close Combat Ranged Weapons Persuade Acrobatics Command Treatment Close Combat Command Ranged Weapons Treatment Lyon & Atkinson Mk. XIb ‘Invader’ battle rifle Ornate dress uniform Blue Lions Brannaghan Acrobatics Athletics Close Combat Ranged Weapons Resistance Treatment Acrobatics Close Combat Resistance Treatment Punisher Shortsword Lyon & Atkinson PSA Mk. XIV ‘Aggressor’ pistol Paramedic medkit Golden Lions Murdoch Athletics Close Combat Unarmed Combat Resistance Willpower Unarmed Combat Athletics Close Combat Willpower Unarmed Combat Mk. IV ‘Felis Pattern’ Combat Proximity Armour (replaces Mk. III) Lion Claws Lyon & Atkinson Mk. XIII ‘Plasma Enrager’ personal defence weapon Golden Panthers O’Loughton Acrobatics Ranged Weapons Survival Athletics Close Combat Pilot Acrobatics Close Combat Ranged Weapons Survival Jet chute Lyon & Atkinson Mk. XIb ‘Invader’ battle rifle Punisher shortsword Hunters Dunsirn Observation Ranged Weapons Stealth Athletics Close Combat Survival Athletics Observation Ranged Weapons Stealth Lyon & Atkinson Mk. XIb ‘Invader’ battle rifle Punisher shortsword Rams Loughton Athletics Close Combat Pilot Acrobatics Ranged Weapons Willpower Athletics Close Combat Pilot Ranged Weapons Chainsword Lyon & Atkinson PSA Mk XIV ‘Aggressor’ pistol Shamrocks Murray Acrobatics Close Combat Ranged Weapons Athletics Resistance Willpower Acrobatics Athletics Close Combat Ranged Weapons Lyon & Atkinson Mk. XIb ‘Invader’ battle rifle Punisher shortsword Sterlings Axelthorpe Smythe Close Combat Ranged Weapons Observation Acrobatics Athletics Resistance Observation Close Combat Ranged Weapons Athletics Bartholomew & Grendel Mk. XIV ‘Mandible’ shotgun Wild Roses Drougan Athletics Ranged Weapons Survival Acrobatics Close Combat Resistance Athletics Ranged Weapons Survival Resistance Lyon & Atkinson Mk. XIb ‘Invader’ battle rifle Imperial Characters 49
Though it is more than the sum of its members, the clans are the heart of Imperial. They provide the dynamism, sense of adventure, and hunger for growth that has fuelled the Imperial corporation since its founding. They squabble amongst themselves and hold grudges and rivalries, but when faced with an external threat they are quick to unite and become a fearsome opponent. There are sixty two clans in Imperial and many thousands of allied families. In the current environment it is unlikely that any new clans will be created. The last to be recognised was Clan Fieldhausen at the end of the Sad Struggle. This is a guide to the major clans, and a selection of the notable minor clans and families. AXELTHORPE HOME: Axelthorpe Estates, Luna. At the founding of Imperial, Axelthorpe was an independent corporate financial management consulting firm, accountants to the great and the good. As the corporation rapidly developed, Charles Axelthorpe – then head of the clan – reluctantly joined with Simon and Nigel Smythe to create Smythe, Smythe, and Axelthorpe, Imperial’s largest financial institution. It is highly unusual for a major business to be run by more than one major clan, but in this case it made sound financial sense, as none of the other clans would trust their sensitive financial data to a single clan. Smythe, Smythe, and Axelthorpe know that this trust is essential, not only for their own financial success, but that of the Imperial corporation as a whole. This alliance of the Smythes and the Axelthorpes has kept both sides honest, and they have taken on the self-appointed role of financial custodians to Imperial’s incredible wealth. Despite the firm’s name, ownership is scrupulously kept at a 50/50 split between the two families to ensure balance. There have been testing times – the Sad Struggle being chief among them – but the partnership has survived these tests, each time emerging stronger than before though a careful balance of mutual, yet good natured, distrust between the Axelthorpes and the Smythes. AXELTHORPE CHARACTERS Most Axelthorpes gravitate naturally into banking, but for those who do not find managing vast amounts of cash on behalf of others to their taste, there are three main alternatives. Some become good-for-nothing spendthrifts, the worst kind of moneyed nobles, constantly seeking new pleasures but unable to find happiness in any of them. Some join the Imperial special forces and seek service with the elite clan guard, the Sterlings. The third and final group join the Imperial Security Command, and with their banking and financial experience many end up in the Murders & Acquisitions or Organised Crime Departments. BARTHOLOMEW HOME: Bartholomew Estates, Luna. One of the greatest of the major clans, to most outsiders Clan Bartholomew is synonymous with the business face of Imperial. As far as these things can be measured, Bartholomew is the most powerful of all the clans, having wrested away control of Parliament from the Murdochs during the Sad Struggle. Its coalition holds sway over at least fifteen other clans, making it the single largest voting bloc in Parliament. Ever aware that the Murdochs and the MacGuires want to break the Bartholomew’s strangle-hold on Parliament, the Bartholomews work very hard to ensure that they are unable to secure enough support to do so. CHAPTER 03 Clans THE IMPERIAL CLANS There are sixty two Imperial clans and over 100 notable families: MAJOR CLANS • Axelthorpe • Bartholomew • Brannaghan • Drougan • Dunsirn • Fergan • Fieldhausen • Finn • Gallagher • Kingsfield • Loughton • MacGuire • Morgan • Murdoch • Murray • O’Loughton • Oakenfist • Paladine • Smythe MINOR CLANS AND NOTABLE FAMILIES Amis Bruce Dabrowski Empaya Hidalgo Jernigan-Davies McRobert Ramanujan CHAPTER 03 50